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Author Topic: Gamesguy/Killer vs Camshaft/Mary  (Read 4070 times)
0 Members and 6 Guests are viewing this topic.
Unkn0wn Offline
No longer retired
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Posts: 18379


« on: August 19, 2009, 06:08:45 pm »

Should be an excellent 2vs2... !

http://www.xfire.com/live_video/gamesguy1/
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #1 on: August 19, 2009, 07:05:38 pm »

Haha was more of a slaughterfest.

-Wind
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Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?

Just sayin'
LuAn Offline
EIR Veteran
Posts: 572



« Reply #2 on: August 19, 2009, 07:08:20 pm »

Vickers + ATGun = (Almost Perfect) PE Counter!
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aka UckY  Wink
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #3 on: August 19, 2009, 07:17:52 pm »

The double Sherman start is why I like fielding at least 1 treadbreaker atht in a PE company and usually in my core.. You can break one sherman and then the double sherman circus is slowed down especially if it takes some additional damage from a clown car or a marder (God forbid you start with a marder).  Trouble only arises if they got field repair backing it up, but even then a treadbreak buys you time.

The wise PE player doesn't field a 25 pop core since his faction is even more soft against mad vehicle rushes or other crazy aggressive type of stomp-starts. He listens for that crap at the beginning. 12-15 pop starts with 1 piece of at able to be supplemented by more serious type of AT (Marder+Buster, Clowncar+50mm). Superior insurance is available through atht+2x 50mm which should throughly smash a double sherman start. Especially if you know its coming. Distract their shermans with sacrifical panzergrens to trick them into firing at the less important units trying to counter them.

As for wehr, they have no excuse. Grenadiers in green cover backing a pak will half-health an approaching sherman, a single mine or faust might further ease the situation. Shermans struggle to hit vet 1+ grenadiers in green cover tbh. And in a standoff, the pak will beat them up.
« Last Edit: August 19, 2009, 07:19:24 pm by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #4 on: August 20, 2009, 06:08:08 am »

Vickers + ATGun = (Almost Perfect) PE Counter!

2 Marders + Lock Down = (Almost Perfect) ATG Counter.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
sgMisten Offline
Donator
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Posts: 778


« Reply #5 on: August 20, 2009, 06:20:53 am »

I owned a few dual sherman starts back in 006 with my Hetzer / Dual Shrek clown car / 50 mm ATHT combo. Hetzer and a MP44 squad doubled for AI duty and capping.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #6 on: August 20, 2009, 10:26:26 am »

yeah, the 2x sherman start is easy to beat, it gets a lot more hard to deal with it when they have strafes and bombing runs supporting them though ;].
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #7 on: August 20, 2009, 11:14:34 am »

Double p4 start with precision strike, firestorm or rocket arty would probably accomplish the same Wink
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Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #8 on: August 20, 2009, 11:24:26 am »

dual sherman start isnt bad. its the supporting weapons that come along.
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Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #9 on: August 20, 2009, 03:50:48 pm »

Double p4 start with precision strike, firestorm or rocket arty would probably accomplish the same Wink


It's different, even if you kill the ATGs, you still need to keep distance from the rifles, once you killed the schrecks and paks with the shermans you are free to steamroll everything else  Smiley.
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