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Author Topic: Help me get better  (Read 12384 times)
0 Members and 2 Guests are viewing this topic.
winisez Offline
EIR Veteran
Posts: 400


« on: June 16, 2010, 05:45:17 am »

Hi guys, im looking for general advice about my play with the aim of becoming a lot better at EIR. Lately ive been struggling and have decided to turn to the vets for help.

I play terror atm with the full heavy support tree and up to tier two in the pervitin pills tree.

I have unlocked the Geshutz, terror assault, v1 and the Stalingrad sniper.

Here is a replay of my last game, the enemy hadn't resupplied and we still lost.

http://www.filefront.com/16767611/helpme.rec.rec

http://www.filefront.com/16767857/EuropeInRuinsBattle.sga

my company build is:
7 gren squads with med kits, nades and sniper
2 volk squads for recrewing
8 machine guns
1 mortar
2 paks
5 geshutz wagons
1 Stalingrad sniper
6 bikes
2x nebels.

So basically what I tend to do is try and lock down the middle of the map, if this is achieved I then aim to push the enemy back a bit, so as to remain a fair distance from there spawn, then proceed to slowly grind them down. This works about half the time.

Some of my biggest problems are elite infantry with either smoke or fireup, smoke ( barrage) combined with flame throwers, off and on map artillery.

any help would be greatly appreciated, if anyone is brave enough im looking for a mentor Cheesy


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chefarzt Offline
EIR Veteran
Posts: 1906



« Reply #1 on: June 16, 2010, 05:49:28 am »

Not sure but ur lack of tanks and ur overkill on mgs seems kinda wrong.
2nd nebel is also damn expensive.
My company has:
3x mg
3xpak
4xp4
2xpuma
4 grens with shreck
4 volks with mp40 and faust
1 flamer pio
1 sniper
2 bikes
1 halftracks

Just as an example.
« Last Edit: June 16, 2010, 06:07:35 am by chefarzt » Logged


This community is full of a bunch of mindless idiots with memories like two year olds.

https://www.etsy.com/de/shop/ShitGlitter?ref=l2-shop-header-avatar
I'm not sure what you're so defensive about Tank.
 he makes shab look like a princess giving food to the poor.
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #2 on: June 16, 2010, 05:58:03 am »

Drop a nebel for a mortar, get a P4 (no need for 5 geschutzwagens) and drop some MGs, 4 is more than enough usually.
Logged
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #3 on: June 16, 2010, 05:59:43 am »

8mg's is around 6 too many.
Ditch the second nebel, you only need one. Try to retreat the crew when in danger, in hopes that the enemy wont destroy the gun, then recrew it later. Geshutz' are good, but maybe try using p4's and panthers for a change of pace? It also wouldn't hurt to incorporate another pak, those things are amazing.

With the munitions from ditching the mg's, give your Grens shreks or lmg's.
I'll get around to watching the replay soon then i'll give you some more advice!
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #4 on: June 16, 2010, 06:03:13 am »

remove 1 neb, probably get another mortar, 6 bikes just seem..  wrong.

u should get a 3 pio callin if u can afford it, they can place mines build tank traps fast and after that recrew.
those mines will be really useful since u dont have any manpacked AT or tanks with turrets. u should try some volks mines too, it stops your oppnent from flanking you, and thats obviously your weakpoint.

basically there is nothing in your battalion that kills infantry.
sniper might get some kills, but hes not gonna kill all rangers/ab/rifles your opponent has, same with grens and their little snipie thing. you cant rely on it.

u should get some pumas, p4s, kch or mp40 volks to start killing stuff.
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winisez Offline
EIR Veteran
Posts: 400


« Reply #5 on: June 16, 2010, 06:05:26 am »

OK thanks for the quick responses guys, ill redesign my company a bit and get some more games in, ill post the best reply from that and bring my feedback here.
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Sharpshooter824 Offline
I <3 Aloha
EIR Veteran
Posts: 775


« Reply #6 on: June 16, 2010, 06:28:59 am »

A healthy amount of pumas/ostwinds is your answer to elite infantry, I would personally recommend a minimum of 2 ostwinds and 3-4 pumas, they make extremely good support for support weapons
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Rawr
winisez Offline
EIR Veteran
Posts: 400


« Reply #7 on: June 16, 2010, 06:36:35 am »

I think my problem was based on getting tunnel vision because of my T4, trying to get the most use out of possible. Ive added 3 puma's to my company so maybe ill have some more success.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #8 on: June 16, 2010, 06:36:53 am »

A healthy amount of pumas/ostwinds is your answer to elite infantry, I would personally recommend a minimum of 2 ostwinds and 3-4 pumas, they make extremely good support for support weapons

ostwind is fail, it dies to 4 zooks.
not to mention RRs, youre luckey if you get 2 AB kills.

and if your opponent places his inf in heavy cover you'll get 0 kills every time.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #9 on: June 16, 2010, 06:39:14 am »

I'd say your company is pretty much great as is - the only problem I find is the way you actually use it. You begin with a very nice and hard to beat MG/Schutz crawl, but you stop at an imaginary line, instead of moving forward and securing a victory - just push a bit harder.

Artillery has always been a counter to support weapons, so nothing strange there - think about getting an upgun puma for ninja assaults on the arty.

Perhaps change the actual methodology in which you MG crawl - instead of forming a wall, make use of leap-frog tactics so each MG covers the other's advance. It may be somewhat slower, but it assures success more.
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Evilnrg Offline
EIR Veteran
Posts: 256


« Reply #10 on: June 16, 2010, 06:47:43 am »

get some p4 ? drop a nebel get 1 extra mortar ? marksman on your grens ?
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winisez Offline
EIR Veteran
Posts: 400


« Reply #11 on: June 16, 2010, 07:02:29 am »

I dropped a neb and got 2 p4's. I put marksmen on my grens because I had some spare munitions, and I deemed it more useful than lmg's, due to one of the key weaknesses of my company being snipers.
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Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #12 on: June 16, 2010, 07:38:59 am »

What's your starting call in by the way?
Company composition can only account for so much, it's your ingame capabilities that really determine whether or not you are a good player.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #13 on: June 16, 2010, 07:41:54 am »

Don't listen to anyone who recommends a starting call in. Be more specialized and get 3 groups of 8 Pop call ins or similar, be flexible.
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #14 on: June 16, 2010, 07:46:17 am »

Don't listen to anyone who recommends a starting call in. Be more specialized and get 3 groups of 8 Pop call ins or similar, be flexible.

Flexibility is only really relevant when you are facing renown opponents with unorthodox openings or end up as second or third player in R+. In all other cases, you will usually call in a similar start every game, assuming this start is solid enough to be able to counter most of what the enemy can throw at you.

The benefit of a starting call in is also that it does not increase your call-in timers as much as a triple 8 pop call-in would.
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ImmanioEiR Offline
Donator
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Posts: 247


« Reply #15 on: June 16, 2010, 07:49:14 am »

Personally I find a 2-part core sufficiently flexible. Just remember to be careful at the start of the game, if it lags and you call on both before it stops lagging, one of them will just not show up.
« Last Edit: June 16, 2010, 07:53:58 am by ImmanioEiR » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #16 on: June 16, 2010, 08:21:00 am »

A double tank start is gonna roll over any starting call in you can build unless you spam AT, which would then again lead to not enough AI.

There is just no way to outfit a force of 25 pop with enough At to deal with double (maybe even doctrine buffed tanks) while remaining good on Anti Infantry.

I'll glady take more call in time than lose almost everything and not killing anything.
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sgMisten Offline
Donator
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Posts: 778


« Reply #17 on: June 16, 2010, 08:33:32 am »

Not true.

If it's M/E or any mode with other teammates, they can cover a tank rush. But only if you stick together, which is what I advocate.

If it's R+ mode, then be prepared for non-standard starts. If you hear a lot of vehicles, see too entrenched a location, or scout out something, just proceed to just cap or stay near your spawn to save your forces.

Of course a flexible 3-piece CORE makes you not worry, but u do add in an extra call in timer or 2.

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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #18 on: June 16, 2010, 08:34:56 am »

Thats exactly why Misten, you don't know if it is R or ME. If you have a ME start you will be pretty fucked if you're not prepared.

This effect will be even bigger when the warmap comes in.
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sgMisten Offline
Donator
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Posts: 778


« Reply #19 on: June 16, 2010, 08:39:04 am »

Thats exactly why Misten, you don't know if it is R or ME. If you have a ME start you will be pretty fucked if you're not prepared.

What I said is that if you have a jack-of-all-trades M/E start for a R+, then you just camp near your spawn and/or focus just on capping.

But personally I go for a 2-piece CORE start or a highly mobile 1-piece CORE.
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