CoH3 1v1 Cast | roadtotunis (WM) vs FeriG (US)

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  • Опубликовано: 15 ноя 2024

Комментарии • 46

  • @NateKruse
    @NateKruse Месяц назад +4

    I winced when I saw the Hellcat runover the Easy Eight carcass in the base right before he built the wrecker.
    Nice cast! I would love to see another over-the-shoulder video with you and Ares.

    • @N7-SHARK
      @N7-SHARK  Месяц назад

      Thanks! And yeah we're working on another one:)

  • @paulfaure6210
    @paulfaure6210 Месяц назад +2

    Hey N7 Shark, and Thanks you thanks you for a another excellent cast !! 👍
    Well, this game did not change my mind about the balance problems for WM. RoadtoTunis just maked a huge better game than FeriG. Look for Tactics and strategies !!
    Early Game :
    => WM Side choose the better way, in my opinion (+2 Pioneers first). That allow a quickly capture issue and it moves the first engagement farther into the middle of the map.
    => In Second time, WM Side combines Pioneer and Grenadier. The only good way, because Pioneer cost few, but it deliver same damage than Grenadier on close range. US Riflemen cannot rush and need to wait US Engineer Flamethrower or overnumber of US Riflemen. US Side, FeriG miss both things and loose the "early game".
    => WM Side stays underpowered, but ... if US Side make "strategic mistakes"... 🤗
    Middle Game :
    => M8 Scott appears. Rei already shows that creates "WM lost map control and WM Game Over". M8 Scott comes without T3 needed. So too early. Really really need to change that (commander point 3 => 4).
    => M8 Scott is like a "Super Mortar". Mobile, Rate of fire, instant shoot. M8 Scott make huge DPS on WM infantry and increase "huge" infantry rifle efficiency. WM Side, RoadtoTunis spend his "middle game" Time on "back up", with heavy damages, heavy loses... Un playable.
    => LG40 or PaK40 are not the good answer... M8 Scott is impossible to catch and destroy (too heavy Hp). But there are "no responses" to face M8 Scott ...
    => Because of M3 + Sniper, the game will not over for WM Side, because US Side have not enough infantry line to catch all the map. Another critical strategic mistake of FeriG on this game.
    Late Game :
    => So WM Side stay alive, with fuel. Panzer IV comes. Poor in number, US Side can easely manage that, normally. But, carefull !! If Panzer IV can work, M8 Scott actions can be neutralize.
    => But FeriG gonna make another critical mistake ... That is subtil. FeriG needed to make pressure on the first Panzer IV with Sticky Bomb. Panzer IV forced "back up", repairs and not work, that allow some extra time to reach the map for US, maintain far away too many WM Tank, and fall down WM tickets, finally.
    To Resume, RoadtoTunis make a better work than FeriG, with a good way strategy and some lucky issues. But the result stays the same :
    => WM Side cannot win, but US Side can loose

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      i like your points here, and you hit on a lot of the things roadtotunis did really well. i think my biggest critique of him would be lack of team weapons (LG40

    • @paulfaure6210
      @paulfaure6210 Месяц назад +2

      ​@@N7-SHARK LG40 vs Pak40 ... Agree AND not agree with you, in same time.
      => LG40 can offer DPS (vet1 ability), can "back up", and cost 80 Manpower + 75 Ammunitions by unity (really poor Manpower needed, very important for weak WM at this time). A couple of LG40 give a serious DPS on infantry, like a Mortar or a Stummel. But, that can work bad, actually, when you have "relief" or "obstacles" (walls, cars). So, LG40 actions can be "random". Here, this is the lone mistake of RoadtoTunis (no T2-T3 veteran to use this ability, and counter balance M8 Scott action).
      => Pak40 (cost 260 Manpower) have only flaws... Except his "percing abilities". You will not feels that (with LG40), except when you faces to UKF Mathilda II and UKF Churchill model. Here, LG40 percing shoot are really "random". That can cost the "game".
      => So, with Lufftwaffe Doc plan in his mind, LG40 could be a good choice by RoadtoTunis. Unfortunatly, RoadtoTunis did not make "Middle game" vet and Tarento have "relief" :( !!
      .
      To face M8 Scott action, you have 3 "efficients choices", with many "quotation mark"😁:
      => Copy the same effect. T3 + Stummel + Veteran + PaK40. Stummel deliver same DPS style. Neutralize shoot can fix M8 Scott. Panzerfaust and LG40/PaK40 can finish it. The danger come by US riflemen (sticky bomb on poor Hp Stummel). Strong frontline (with PzGrenadier) is required, and really good positionning of combined army, to prevent traps.
      => The soft and sweet plan. T2 + 221 (radio) + Veteran + Jager (x2) (PzSchreck) (order as you prefer). You play "normal" independently of M8 Scott action. Your number of frontline unit is better for a short moment. 221 see far, in the fog of war, and DPS compensate the missed rifles (replaced by PzSchreck) on Jagers. 221 on the field, US can make mistakes (upgrenade forgotten, overaction with T3 and 57mm ATGun). 4 Grenadiers + 2 Jagers PzShreck(who give a similar DPS as Grenadier). You fight at 2vs1, not really easy for US Riflemen. And if US have a bad positionning of US Combined army, PzShreck Jager can punish M8 Scott greediness action, in auto mode (no action required). The danger, here, come if WM do not stay "grouped" and let's some unit without PzShreck cover.
      => The Greediness and aggressive plan. T2 + 221 (41 Canon) + Veteran + Jager (x2) (G43). Your "total" DPS infantry is worse than the last option, But it is better on the first engagment fight. IF M8 Scott sleep too far away, US Frontline gonna destroy. If M8 Scott is out of sticky bomb US Riflemen cover, 221 41 Canon can chase, neutralize, and finish alone the M8 Scott. The neutralize action can also be efficient, if you have "Assault Grenadier MP40" with "speed buff" available. So, it is a greediness, aggressive, and risky plan which need a huge "micro". The danger come if you loose 221 or units in "assault mod", or with "unsafe back up" (risky move out of cover create heavy damages).
      => The counter measures exists. But a perfect managment of US combined army gonna neutralize all this plans. Like I said : "=> WM Side cannot win, but US Side can loose

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      @paulfaure6210 looks to me like you outlined three great game plans to beat the Scotts! I also think you're under selling the value of the stummel, especially when well microed.
      We obviously have slightly different perception of WM balance... I think they're still very strong, but I don't play them as much as I play the other factions, so it might be a "red team OP" issue on my end...
      Thanks for the breakdown! Super helpful!

    • @paulfaure6210
      @paulfaure6210 Месяц назад +2

      @@N7-SHARK Héhé 😁... You want the great better WM's middle game" plan !? I give you a tips for middle game : T2 + Jager (PzScrheck) + unlock Tank BG + call (x2) StuG D / Stobtruppen. On the late game, "no" T4, just call Panthers. Here, you can "talk" to face both allied side. I let you discover why is so efficient like that. But 🤫, Relic's Devs could also nerve that.
      For the Stummel, i like it. WM need it, specially vs UKF, because he can disperce units undercover, with huge DPS. But the AT option on WM T3 is PaK40 :( ... Worse issue in 1v1 (mobility needed). For 2v2, 3v3, 4v4, combined with KettenKrad. That is great and "Helping Hans" is the better example for this managment.
      For the WM Balance problems, actually, there are 3 problems in 1v1 :
      => Free WM unit is a Pioneer. Too weak than opponent free unit.
      => Grenadier is the only WM unit which starts with -10% DPS without veteran.
      => Switch "Early game" to "middle game" is really a big problem. WM's advanced unit are really good, with the good "cost". But that need "time + resources" you have not, because of "Grenadier Early Game" problems.
      So, "WM Early game" is often loose ... except if you use "more Grenadiers + T1 vet" than required (for Devs eyes) ... to maintain your field. But, you have use "Manpower + fuel", more than excepted, and that broke "middle game + late game options"...
      Relic's Devs have forgotten so many things too ... Just for example, LufftWaffe doctrine :
      => Fallshirmpioneer vet 0 have the same power DPS than Grenadier vet 1 (and -20% durability). But upgrade LG15 brings no increased DPS (just equalize DPS on light scoot vehicule ... for 90 ammos ...), and grenade launcher (who perce only the Humber for 85 ammos) too (why the issue ?? for so many ammos) ...
      => Fallshirmjager... Or he need "-2" pop limit" and "-1" commander point to come soon. Or he need the same buff as Stobtruppen (-15% Damage, -1 Pop limit) like an elite troop. So, this unit stay at the museum...
      => So many many little things forgotten on the balance managment ... But when you begin to play above 1200 ELO, it affects the "results" of the games, often very "early".
      .
      Well, thanks you thanks you for theses exchanges ... Good Luck ... Have Fun ... And see you on a next time !!😃😉

  • @anthonywest294
    @anthonywest294 Месяц назад +1

    Wild game, thanks for casting!

  • @luke4010
    @luke4010 Месяц назад +2

    Badass

  • @calvin6429
    @calvin6429 Месяц назад +6

    for the algorithm

  • @rubee2shoes65
    @rubee2shoes65 Месяц назад +1

    Great Cast!

  • @MrSmokincodz
    @MrSmokincodz Месяц назад +1

    Great game and cast

  • @Scott-yl5gi
    @Scott-yl5gi Месяц назад +3

    Really good game, the allied bleed is really bad at the min - it’s hard to keep field presence with them - yes they hit hard but the amount of losses they take keep MP real hard to preserve. It’s interesting seeing US #1 struggling with it as well

    • @Scott-yl5gi
      @Scott-yl5gi Месяц назад +1

      Also, dam those P4s are effective vs inf!!! Getting Matilda vibes😂

    • @N7-SHARK
      @N7-SHARK  Месяц назад

      Yup. And some of this is RNG but it's ROUGH for him at the start

    • @N7-SHARK
      @N7-SHARK  Месяц назад

      Oh yeah. They're solid, especially in groups

    • @AstonHodge
      @AstonHodge Месяц назад +1

      Imagine playing like that, loosing the 2 AT guns and still staying in the game, then literally ONLY loosing because of a wank Loiter call in.
      Skill should decide 1v1, not ‘oh you picked a loiter commander’ so auto win any engagement you decide on at any point after unlocking it. Lame 😒

  • @reverie9398
    @reverie9398 Месяц назад +1

    Roadtotunis? More like RoadtoN°1 :p Crazy fun game. You got to see not 1 but 2 wreckers even if they were short lived

    • @N7-SHARK
      @N7-SHARK  Месяц назад

      Now I just need a wrecker and a whizbang in the same game. New battlegroup for meme units?

  • @strategist6962
    @strategist6962 Месяц назад +2

    Yeah not having an off map or arty is really crippling for the armored battlegroup. Also, Wehr has next to 0 munitions costs as a faction so he can just spam loiters all game. Needs to cost 200+ considering its performance, but Id rather they reduce the health of the planes and the damage they deal.
    Overall not nice seeing a zerg strategy work so well, and I think its all because of the loiter, which gives you a get out of jail free card in case you mess up your blobbing

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      Yeah. Without the ability to spam light vehicles armored has to win through maneuver. Doable but really tricky. Road did a great job keeping himself in a position to win

    • @MW-hv1cl
      @MW-hv1cl Месяц назад +1

      They need to swap the loiter out for another stuka-dive bomb ability or it should only be effective on infantry and maybe do some damage to light vehicles. Realistically those cannons would fuck up a sherman, but this is a video game and we need balance. That said, Road's use of the loiter was impeccable as he always used it offensively with a huge alpha strike to follow it up.

    • @N7-SHARK
      @N7-SHARK  Месяц назад

      @MW-hv1cl I would love to see late game abilities be very responsive high damage strafes... Maybe it can knock out a light or a medium if it's already hit a mine. More skill shot than click to win

    • @터렛-z6h
      @터렛-z6h Месяц назад

      On what basis do you say there is surplus munitions?
      LG40, flamethrowers, mines, grenades, all essential for infantry fighting.
      There are no discounts like in the US. I'm interested in your opinion.

    • @strategist6962
      @strategist6962 Месяц назад

      @@터렛-z6h Simple, Mines and Grenades are more situational, so you don't HAVE to use them or spam them. Panzergrenadiers require no munitions investment, and LG40s are not really necessary either.
      So you can get away with the occasional mine or nade as the Wehrmacht, but the US has to spend 60 munitions per rifleman (or more for Rangers or Paras). On top of that, if they go for the Greyhound, its another 125 munitions.
      I don't think people are really going for the munitions discount much either because it delays timings. Its not exactly hard to get the BAR upgrades, but the problem is late game the US usually has less of a stockpile than the Wehrmacht. With such a powerful plane ability its worth avoiding nades to save up. Meanwhile, the ASC abilities conflict a lot more with what the US wants to do.

  • @wargumbyx
    @wargumbyx Месяц назад +1

    odd question but can buildings in coh3 not be set on fire like in coh2

    • @N7-SHARK
      @N7-SHARK  Месяц назад

      I haven't seen that mechanic in this game
      It could be a thematic thing, since most of the north Africa / Italian buildings are stone or brick compared to the wooden construction of most coh2 structures

  • @daniellemeier7863
    @daniellemeier7863 Месяц назад

    "Where did these riflemen learn how to shoot?" The same place StormTroopers did?

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      Lol apparently. Tough to win a fight when your soldiers can't kill the other guys

    • @daniellemeier7863
      @daniellemeier7863 Месяц назад

      @@N7-SHARK oh so THAT's how that works!

  • @RenZoneNL
    @RenZoneNL Месяц назад +2

    what a game!

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      So much cool stuff going on in it too

  • @AcrossThePacific.
    @AcrossThePacific. Месяц назад

    Was this played on 1.8.0 or 1.8.1?

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      This is 1.8.0... though with these builds I don't think there was much impact from the hotfix

  • @AstonHodge
    @AstonHodge Месяц назад +7

    This game would SO much better without shitty Loiters. Literally changes the game with zero ways to defend it in a 1v1. So shitty. Even better when 1 Factions loiters is CONSIDERABLY better then the others lol
    Hate hate hate!

    • @N7-SHARK
      @N7-SHARK  Месяц назад +2

      I try to be a positive guy, so I'll just say that I'd prefer skill shot plane abilities... Ideally with really powerful effects... That you have to target manually

    • @AstonHodge
      @AstonHodge Месяц назад +1

      @@N7-SHARK totally agree. If we are honest FeriG completely smashed Road in every way and the Loiters kept him in the game 3 out of the 4 times. Yeah skill shot planes from CoH2 were epic and felt great when you pull them off.
      It’s so gut wrenching watching someone win in every situation and micro, loose to someone who just clicked one button 3 times and deletes a tank each time. Rubbish. Remove them please Relic.

    • @N7-SHARK
      @N7-SHARK  Месяц назад +1

      @AstonHodge outside of the loiters, road did some awesome things. His gren and pio pairing early were fantastic for bleed, and his unit preservation late (with the panzers) was also really good

    • @MW-hv1cl
      @MW-hv1cl Месяц назад +3

      @@AstonHodge that's an insane take. we can all agree the loiter is too easy to use given how big of an impact it has. however, road played an exceptionally good game. He absolutely hammered FeriG in many ways throughout the game. Feri got put on the back foot in the infantry battle early-midish game.... PLAYING AS USF. That doesn't usually happen. I will say Feri showed why he's the best in the way he responded with the excellent scott plays, and he managed to take back control of the game, but the damage was already done and Road got up to p4 production. It's absolute insane take that "FeriG completely smashed road in every way." My dude, you are living in the multiverse. Alternate reality for sure.

    • @AstonHodge
      @AstonHodge Месяц назад

      @@MW-hv1cl totally disagree 10 times over. FeriG smashed him and the loiters came in clutch. To take the win away too if I’m honest. They literally delete a tank on a push each time. He got an AA to try and deal with it, but still delete a tank before they die.
      The sniper play, the way he took more than half map control back AFTER loosing both his AT guns with nothing much to fight the two P4’s.
      I not sure what the Doctor gave you but you need to reel it back my dude.
      Road could have and should have pushed way more than he did when he got the 4th P4 out, and a time before that on another Loiter drop, he could have finished him in the base.
      Would love to watch them replay a game and no one has a shitty loiter. I can imagine how that’s going to go😊

  • @c.1303
    @c.1303 Месяц назад +1

    Always a best cast, all player top 100 play full blob its fcking sad

    • @N7-SHARK
      @N7-SHARK  23 дня назад

      Yeah just today I played a game against a dude that built 9 rifle squads. It's ridiculous that it works