Tbh for me, mechanised plus ISC ,is such a chore to play against... Unending waves of cheap rifleman's supported by cheap tanks with an ez8 for dessert. It might be a skill issue on my part but some times i feel cheated after the game against this combo.
They plant mines and build/repair bunkers. Beyond that they are pretty much in the trashcan since the player base adjusted to sim city and also the nerfhammers.
faster to hit the field without the need of t1, gets bonus from cover, bunkers and arty officers. really cheap to reinforce (i think its actually free). can plant mines etc. They are pretty much viable depending on the strat being used.
In addition to what others have said, they cost 20mp to reinforce rather than 22, can reinforce 1 guy for free with a 40s cooldown from bunkers, and have greater combat performance than grens from cover. This can give you a strong manpower economy if you build a medic bunker in base. If you assume that every squad you retreat has only 2 models left, the free dude essentially reduces the reinforcement cost to 15mp per model They also have faster build speed which is helpful for barbed wiring enemy cover. However, their moving DPS is about 15% so they have 0 run and gun potential. Lastly, they still have a snare albeit a weaker one, so they don't leave you exposed like some other call-in infantry does.
Hello tightrope ! I hope you re fine. I understand what your plan. But, i do not choice to use T2 like that. 1/ The build order : - Early game : Engineer + MG (x2) + Grenadier (x2) + Vet T1 + Mortar - Middle game : Jaeger with G43 (x2) + Tech T2 + Marder + vet T2 + Wirbelwind. - Late game : Marder(if needed) + Grenadier + and ... like you want (T3 artiellery or T4 elite/panzer) 2/ Tactics : - Early game : show first MG on center, but immediatly, play both side => Engineer show, MG cover and trap, then you have your resources (half map minimum). Both grenadier come to reinforce the side where you need. - Middle game : time to regroup and play with combined army to make damage. Jaeger G43 adds DPS (better than Wirbelwind when the opponents are undercover ; Bonus G43) and give view with flares, to maximize your choice to prevent or trap your opponent. Grenadier stay close on the front and Marder, and jump on opponents vehicules with Panzerfaust (same damage like PzSchreck, but that blows engine, and block retreat !!!). Marder is here to finish opponents vehicules on trouble with his huge percing and long range when he is static. Mortar punish MG or static infantries, specially with flare Jaeger G43 ! Wirbelwind prevent flank infantries push and cover MG. MG prevents push and punish movements infantry. - Late game : Depending of the game and the opponent choice. A third grenadier give more chance to blow engine. A third Jaeger give more DPS. A second Wirbelwind offers Flank assault after Jaeger Flares. T3 with Nebel allow accurancy artiellery with G43 Flares, Stug allow frontal push on damaged Tank. T4, Stobtruppen prevent elite troop, Panzer IV offers DPS on all but without use Manpower, Brummbar ... for the fun maybe ! . On your first game, only 1 MG is not enough to stop on all side. Then you arrive on middle game without map control. And PzSchreck on Jaeger ... It is the job of grenadiers and your army is blind ! No mortar = no free DPS on static opponent position. Wirbelwind used to push ... Just No !!! Opponent ATGun and sticky bomb prevent that. Then that not possible vs a good player. 🧐
@@TheFlohRiDa Normally, that is 3 min before a T4 opponent Tank minimum. But, unlock T2 upgrade ... That must make it possible to take part of the opponent fuel to delay its rise in technology. 🧐 @bisivan1657 I made a different point of view. It’s an exchange. Tightrope played this game by explaining that he wanted to test an opening T2. Clearly, un opening T3, with 8 Rad & Panther Doc, make an easier game managment. However, I find Tightrope’s approach interesting. When you face an opponent twice in a row, it’s good to be able to offer two differents opening.
This strategy leaves you very exposed to multiple problems. There’s 40 (T1 quarters) + 50 (luftwaffe) + 50 (support elements) + 40 (marder) fuel before you get out any anti tank. That’s 180 total. USF can get out greyhound with 110 fuel. They could even have 2 greyhounds and severely pressure your map control, stopping you from even getting your marder. 2 MGs can be good but the USF mortar is very strong with air burst and fairly commonly used, so even that feels quite counterable. Vs Brits they can get out a Stuart at around 120 fuel I think and a Humber even earlier so you have a pretty big problem there. Of course mortar and dingo or even a heavy mortar could be the counter to your MGs Not saying it can’t work but it sounds like it leaves you very open to counter builds
@@jdude2175 🤔! T1 is free on departure. But i put your finger on a potentiel trouble vs Allied vehicule. With the BO on top, you need 140 Fuel to realize it (Marder). British fast Humber need 120, fast Stuart need 150. But British need to play with only 4 units. US fast Greyhound need 115 (no BAR; no Heal pit, no Grenade/Sticky Bomb). Then "Marder tactic" opening come 1 minute later. However, I slightly changed my BO system. Because, we have a danger, in WM, to not connect enough fuel on early game ... if you miss some fight. So, I make this BO now (with Villa fiore and 2 Beaches maps banned ... too fast fuel for British). * Maked in same time. - Early game (0 => 5min) : Motocycle (or engineer) + MG + Grenadier + Grenadier + T2* + Grenadier*. - Middle game (5 => 16min) : Jager* (PzSchreck) + T1 Vet* + Jager (G43) + T2 Vet + Jager (G43) + Autoblindé 8 Rad + 1 Free choices* (depending you need, MG, Mortar, Infantry, etc ...) + T4* - Late game (16 => X min) : Panther + (Artiellery Wespe, just if opponent have Artiellery pit piece) + Panther + T4 Vet. . Tactics : Early game : - Motocycle take free point, or cut opponent point where cannot be here (count of units). Important to keep it alive as possible and 1 mine max to keep ammos for middle game. - MG forces mortar opponent, and less infantry units. MG stay behind grenadier, always, to counter grouped unit, or flanking unit. - Grenadiers work always together to keep a huge DPS on the unit out of cover. - MG + 3 Grenadier search and destroy, always, to stress opponent, and retry when you cannot have advantage. That will punish army's opponent ungrouped. That allow capture (moto or engineer only) on victories fight, or on flank if your opponent stay grouped. Middle game : - Jager PzSchreck come and join frontline Grenadiers. That will give DPS on vehicule when it test your line, and maintain it far. PanzerFaust's Grenadier (x2 maybe) punish a closed fight vehicule (engine blow, no speed retreat, Jager finish). - T1 Vet give more strong T1 unit (harder to heat, more accurancy, more rate of fire, grenadier heal your army, Vet come with +25%). - T2 Vet give huge Jagers, same buff unit like Vet 1 (5s buff engagment, camouflage, flare to show the battlefield). - Jager G43 join frontline. G43 give more DPS, +25% accurancy when opponent units are undercover ( Yellow become no cover, Green become Yellow cover). - Jager have a better life and DPS than grenadier, then opponent have a bad surprise. And first Allied Vehicules do not match. - Doc tank, 8 Rad have good DPS, good mobility, good flanking attack to stress, very good sight range with Vet 1+ Scope + Ability Commander. He can take points. Opponent cannot ignore it. That can force an opponent AT vehicule (Stuart - Chaffee). But your frontline say just "no". 😁 He create a danger for Humber and Greyhound too. - Free choice depending of the battle and opponent style. I like second MG or a mortar. Free choice can be built inside the BO middle game, but after PzSchreck. Late Game : - Panther !!! His efficiency on infantry is the same what Panzer IV have, and he cost just 190 Manpower more (same fuel). But, front armor is huge, and he have better life. Bazooka do not percing the front if you stay over 25m. ATGun do not percing if you stay over 35m (Allied need a special buff "cost" to damage over 35m) . Same for many light and medium tank. Panther have a free auto debuff on vehicule when he is vet 1. - Panther stay behind frontline to protect rear flank or add DPS on grouped soldiers. When opponent are on trouble, you can use it to push. Flares of Jager may show the way and prevent an hidden ATGun on the fog war, if opponent retreat on it. When a tank come : Jump on it and manage. Grenadier PanzerFaust can help to DPS, Blow engine etc... Jager PzSchreck can help too. - Panther (x2) ... The opponent game is OVER. He just cannot beat that, specially if you keep always Grenadiers in the aera ! If you manage it approply, 4 Hellcats loose the fight, and 3 Sherman Easy height too ... - T4 Vet 1 give a stronger Panther with auto debuff on shots tank. - Arty Wespe can solve too many ATGun (Jager flares can be show that, or Flare Mortar) and can solve Arty opponent pit ! . This WM tactic works very well, on good timings Allied opponent. You can loose 2-3 soldiers by minute and continue to build it without Manpower income problem. Units need to stay alive and works together. But, if you loose 1 Grenadier, 1 Engineer, 1 Motocycle, that's "ok" ! 👍
That pressure in the first game was insane. Even watching i could barely keep up.
You sir, have just made me sit and watch through an entire COH3 match without pausing mid-video. That first match was insanely intense!
howi memes always fun to watch, thanks for the upload tightrope!
Tbh for me, mechanised plus ISC ,is such a chore to play against...
Unending waves of cheap rifleman's supported by cheap tanks with an ez8 for dessert. It might be a skill issue on my part but some times i feel cheated after the game against this combo.
Now these are the metas i like to see lol
Are riflemen too strong in anyway? Or was this just a fair counter?
I still don't really see the point of coastal reserves when you can get Grens for just 20 more MP
They plant mines and build/repair bunkers. Beyond that they are pretty much in the trashcan since the player base adjusted to sim city and also the nerfhammers.
faster to hit the field without the need of t1, gets bonus from cover, bunkers and arty officers. really cheap to reinforce (i think its actually free). can plant mines etc. They are pretty much viable depending on the strat being used.
They're outstanding when being used in and around bunkers. If you're taking them on the offensive, yes, they're worse.
In addition to what others have said, they cost 20mp to reinforce rather than 22, can reinforce 1 guy for free with a 40s cooldown from bunkers, and have greater combat performance than grens from cover. This can give you a strong manpower economy if you build a medic bunker in base. If you assume that every squad you retreat has only 2 models left, the free dude essentially reduces the reinforcement cost to 15mp per model They also have faster build speed which is helpful for barbed wiring enemy cover. However, their moving DPS is about 15% so they have 0 run and gun potential. Lastly, they still have a snare albeit a weaker one, so they don't leave you exposed like some other call-in infantry does.
Is Obice like B4 counterpart?
Yes but worse
@@Nat9999 I would say the obice is better than where the B4 ended up
Hello tightrope !
I hope you re fine.
I understand what your plan. But, i do not choice to use T2 like that.
1/ The build order :
- Early game : Engineer + MG (x2) + Grenadier (x2) + Vet T1 + Mortar
- Middle game : Jaeger with G43 (x2) + Tech T2 + Marder + vet T2 + Wirbelwind.
- Late game : Marder(if needed) + Grenadier + and ... like you want (T3 artiellery or T4 elite/panzer)
2/ Tactics :
- Early game : show first MG on center, but immediatly, play both side => Engineer show, MG cover and trap, then you have your resources (half map minimum). Both grenadier come to reinforce the side where you need.
- Middle game : time to regroup and play with combined army to make damage. Jaeger G43 adds DPS (better than Wirbelwind when the opponents are undercover ; Bonus G43) and give view with flares, to maximize your choice to prevent or trap your opponent. Grenadier stay close on the front and Marder, and jump on opponents vehicules with Panzerfaust (same damage like PzSchreck, but that blows engine, and block retreat !!!). Marder is here to finish opponents vehicules on trouble with his huge percing and long range when he is static. Mortar punish MG or static infantries, specially with flare Jaeger G43 ! Wirbelwind prevent flank infantries push and cover MG. MG prevents push and punish movements infantry.
- Late game : Depending of the game and the opponent choice. A third grenadier give more chance to blow engine. A third Jaeger give more DPS. A second Wirbelwind offers Flank assault after Jaeger Flares. T3 with Nebel allow accurancy artiellery with G43 Flares, Stug allow frontal push on damaged Tank. T4, Stobtruppen prevent elite troop, Panzer IV offers DPS on all but without use Manpower, Brummbar ... for the fun maybe !
.
On your first game, only 1 MG is not enough to stop on all side. Then you arrive on middle game without map control. And PzSchreck on Jaeger ... It is the job of grenadiers and your army is blind ! No mortar = no free DPS on static opponent position. Wirbelwind used to push ... Just No !!! Opponent ATGun and sticky bomb prevent that. Then that not possible vs a good player. 🧐
who do u think u are???
tightrope is love tightrope is live
Thats a late ass Wirbel lol
@@TheFlohRiDa Normally, that is 3 min before a T4 opponent Tank minimum. But, unlock T2 upgrade ... That must make it possible to take part of the opponent fuel to delay its rise in technology. 🧐
@bisivan1657 I made a different point of view. It’s an exchange.
Tightrope played this game by explaining that he wanted to test an opening T2. Clearly, un opening T3, with 8 Rad & Panther Doc, make an easier game managment.
However, I find Tightrope’s approach interesting. When you face an opponent twice in a row, it’s good to be able to offer two differents opening.
This strategy leaves you very exposed to multiple problems. There’s 40 (T1 quarters) + 50 (luftwaffe) + 50 (support elements) + 40 (marder) fuel before you get out any anti tank. That’s 180 total. USF can get out greyhound with 110 fuel. They could even have 2 greyhounds and severely pressure your map control, stopping you from even getting your marder.
2 MGs can be good but the USF mortar is very strong with air burst and fairly commonly used, so even that feels quite counterable.
Vs Brits they can get out a Stuart at around 120 fuel I think and a Humber even earlier so you have a pretty big problem there. Of course mortar and dingo or even a heavy mortar could be the counter to your MGs
Not saying it can’t work but it sounds like it leaves you very open to counter builds
@@jdude2175 🤔!
T1 is free on departure.
But i put your finger on a potentiel trouble vs Allied vehicule.
With the BO on top, you need 140 Fuel to realize it (Marder).
British fast Humber need 120, fast Stuart need 150. But British need to play with only 4 units.
US fast Greyhound need 115 (no BAR; no Heal pit, no Grenade/Sticky Bomb).
Then "Marder tactic" opening come 1 minute later.
However, I slightly changed my BO system. Because, we have a danger, in WM, to not connect enough fuel on early game ... if you miss some fight.
So, I make this BO now (with Villa fiore and 2 Beaches maps banned ... too fast fuel for British). * Maked in same time.
- Early game (0 => 5min) : Motocycle (or engineer) + MG + Grenadier + Grenadier + T2* + Grenadier*.
- Middle game (5 => 16min) : Jager* (PzSchreck) + T1 Vet* + Jager (G43) + T2 Vet + Jager (G43) + Autoblindé 8 Rad + 1 Free choices* (depending you need, MG, Mortar, Infantry, etc ...) + T4*
- Late game (16 => X min) : Panther + (Artiellery Wespe, just if opponent have Artiellery pit piece) + Panther + T4 Vet.
.
Tactics :
Early game :
- Motocycle take free point, or cut opponent point where cannot be here (count of units). Important to keep it alive as possible and 1 mine max to keep ammos for middle game.
- MG forces mortar opponent, and less infantry units. MG stay behind grenadier, always, to counter grouped unit, or flanking unit.
- Grenadiers work always together to keep a huge DPS on the unit out of cover.
- MG + 3 Grenadier search and destroy, always, to stress opponent, and retry when you cannot have advantage. That will punish army's opponent ungrouped. That allow capture (moto or engineer only) on victories fight, or on flank if your opponent stay grouped.
Middle game :
- Jager PzSchreck come and join frontline Grenadiers. That will give DPS on vehicule when it test your line, and maintain it far. PanzerFaust's Grenadier (x2 maybe) punish a closed fight vehicule (engine blow, no speed retreat, Jager finish).
- T1 Vet give more strong T1 unit (harder to heat, more accurancy, more rate of fire, grenadier heal your army, Vet come with +25%).
- T2 Vet give huge Jagers, same buff unit like Vet 1 (5s buff engagment, camouflage, flare to show the battlefield).
- Jager G43 join frontline. G43 give more DPS, +25% accurancy when opponent units are undercover ( Yellow become no cover, Green become Yellow cover).
- Jager have a better life and DPS than grenadier, then opponent have a bad surprise. And first Allied Vehicules do not match.
- Doc tank, 8 Rad have good DPS, good mobility, good flanking attack to stress, very good sight range with Vet 1+ Scope + Ability Commander. He can take points. Opponent cannot ignore it. That can force an opponent AT vehicule (Stuart - Chaffee). But your frontline say just "no". 😁
He create a danger for Humber and Greyhound too.
- Free choice depending of the battle and opponent style. I like second MG or a mortar. Free choice can be built inside the BO middle game, but after PzSchreck.
Late Game :
- Panther !!! His efficiency on infantry is the same what Panzer IV have, and he cost just 190 Manpower more (same fuel). But, front armor is huge, and he have better life. Bazooka do not percing the front if you stay over 25m. ATGun do not percing if you stay over 35m (Allied need a special buff "cost" to damage over 35m) . Same for many light and medium tank. Panther have a free auto debuff on vehicule when he is vet 1.
- Panther stay behind frontline to protect rear flank or add DPS on grouped soldiers. When opponent are on trouble, you can use it to push. Flares of Jager may show the way and prevent an hidden ATGun on the fog war, if opponent retreat on it. When a tank come : Jump on it and manage. Grenadier PanzerFaust can help to DPS, Blow engine etc... Jager PzSchreck can help too.
- Panther (x2) ... The opponent game is OVER. He just cannot beat that, specially if you keep always Grenadiers in the aera ! If you manage it approply, 4 Hellcats loose the fight, and 3 Sherman Easy height too ...
- T4 Vet 1 give a stronger Panther with auto debuff on shots tank.
- Arty Wespe can solve too many ATGun (Jager flares can be show that, or Flare Mortar) and can solve Arty opponent pit !
.
This WM tactic works very well, on good timings Allied opponent. You can loose 2-3 soldiers by minute and continue to build it without Manpower income problem.
Units need to stay alive and works together. But, if you loose 1 Grenadier, 1 Engineer, 1 Motocycle, that's "ok" ! 👍
First