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Author Topic: How to get better?  (Read 17377 times)
0 Members and 14 Guests are viewing this topic.
Tym
Guest
« Reply #20 on: June 25, 2008, 05:55:29 pm »

well, I'm black so I can't micro. I'm @ a serious advantage already.
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Novox Offline
EIR Veteran
Posts: 172


« Reply #21 on: June 25, 2008, 06:10:37 pm »

Oh not to mention. DonnieDark or w/e was sick with his riflespam.
Should look at his replays if there is any of him.
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too bad images are disallowed Sad
relentless707 Offline
EIR Veteran
Posts: 69


« Reply #22 on: June 25, 2008, 06:18:02 pm »


Your best bet Tym is to apply some real life tactics in game and also watch Game Replays if you still haven't got a feel for the dynamics of the battles.

I haven't been on this mod long either, about a month now give or take and all I've done is use some of the information in books Ive read and used that in game.

Hope it helps

- Schwarzuhr
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"Do not rejoice in his defeat, you men. For though the world has stood up and stopped the bastard, the bitch that bore him is in heat again."  - Bertolt Brecht
Tym
Guest
« Reply #23 on: June 25, 2008, 07:11:57 pm »

Eh. I'll get better. I'm through experimenting. going to go with what I know.
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relentless707 Offline
EIR Veteran
Posts: 69


« Reply #24 on: June 25, 2008, 07:26:23 pm »

Its like anything mate - find your niche and work on that strength, experimenting is good later on to test other things that may work but go with what you do best and build on that so you have a tactical foundation to work from.

- Schwarzuhr
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novox7 Offline
EIR Regular
Posts: 3


« Reply #25 on: June 25, 2008, 07:57:56 pm »

yeah Shwarzuhr has the right idea.

When i first started playing, i went with airborne and had a w/l ratio for 1-6. Thats like 16% win or something, back when ANTS existed. Then when i switched to Infantry, i went up to a 50% with a 5-5 w/l. With that, i noticed I play generally better with Infantry and built on it. Once you find the company that fits you, its all about playing games and noticing what your "missing" in your company. You might initially start with 3 hmgs, but after 1-3 games, u might notice that 1 more hmg might help you turn the tide. Stuff like that. You have 10 bars? after couple of games u might notice u never even get to the 10th rifle, why waste muni like that. Switch it over to something that u might use more.

Find your doctorine, and just build up from it.
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snipes Offline
retarded one
EIR Veteran
Posts: 313


« Reply #26 on: June 25, 2008, 07:58:41 pm »

also, try to get vet, it doesnt seem like much but it also helps alot in the end, i baby my shermans
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Novox Offline
EIR Veteran
Posts: 172


« Reply #27 on: June 25, 2008, 08:36:56 pm »

also, try to get vet, it doesnt seem like much but it also helps alot in the end, i baby my shermans

WRONG. Smiley (To an extent)

Vet doesn't play that big of an aspect in the game unless its on elite units. Especially infantry. The worst thing u can do is baby ur unit too much.
Just play your game. Knowledge and skill is greater then vet. If your good, u'll naturally get vet. If you ur bad but u have vet. U wont use it to its full potentiel therefore it isn't that big of an advantage.

You should just play your game, and retreat when your infantry is around 1 man or 2. You'll keep the unit and gain vet. Just dont baby it. It becomes a useless piece of lump sitting in the back.
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Stuart750 Offline
EIR Veteran
Posts: 438



« Reply #28 on: June 25, 2008, 09:48:07 pm »

Not to worry Tim, I've been on EIR since August of '07. Right now I've a 16.67% win ratio, and I was 6th on the Allied leaderboard at the end of the first war. Several things changed, which in turn, forced me to change my strategy. You've just got to formulate a proper attack/defense plan (attack plans are much easier to formulate) for the battle. Sometimes all 3/2/4 players will fight on one of the flanks of the map, the other side staying empty. It's all about communication, co-ordination, and a good balance of units. You wouldn't imagine how fast skilled players can throw a battle by not properly communicating.

As an Allied player, I highly recommend standard halftracks. They are very powerful against infantry (when there's stuff inside it), and can get an MG into a building lickidy-split, if you want to beat the Germans to it.

One last thing; when attacking, make sure you have stuff to defend your newly captured territory. If you're on Abbeville, for example, and you capture the northern church area, you can expect a counter-attack fairly soon. Make sure you have an MG (AT greatly helps, but can be in short supply) to stop enemy forces from reclaiming your territory. Defensive forces can also be used for attacking (On abbeville, again, you can throw an MG inside the long house on the left side of the town [if you were attacking from the left side of the map], which both suppresses nearby enemy infantry, and allows for a safe area to set up a mortar, just behind the building.

As far as I can remember, that's about it.
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DBSights2 Offline
EIR Veteran
Posts: 89


« Reply #29 on: June 25, 2008, 10:37:44 pm »

face noobs.
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #30 on: June 25, 2008, 10:41:59 pm »

Keys to allied Infantry victory so far that I have found.

1: Riflemen are the key to victory, these guys are fantastic and hard to kill, especially if you put them in cover. Combine with BARs and its almost unassailable except by a lot of vet 3 KCH or units with Assault (just move out of the way, then move back). They can build defenses, are cheap, and work well. The bold part is key to holding area. Put a rifleman with Sticky with each ATG. It prevents the axis tanks from circling quickly, and prevents escapes.

2: ATGs, most people prefer handheld AT assets or M10s, but nothing puts the hurt on Axis tanks better than the 57mm. Again, putting it behind sandbags prevents many tank shots from actually hitting it, either directly or with the blast.

3: Some for of indirect fire is needed, if only to counter enemy indirect fire weapons quickly.

4: Crocs are better than Shermans if you have your ATGs (which you better), they can toast 2 schreks pretty easily. Usually not something you plan to have survive a game, but if it does its no big deal.

5: TRIAGE!!!

6: .30 cal HMG, gods own sweet gift to the allies. Vet 2 makes it just nasty. Put it in those rifle build sandbags and have a good time.

Rangers are ok, good at assaulting a position with nades or fending off some light armor, but the ATG is a better AT unit by far. The munitions can be better spent on things like BARs, nades, and ATG and HMG AP rounds.

The basic formula is lots of rifles, a few ATGs, some arty, and a Croc or few.
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509th Airborne
NLeaf Offline
EIR Regular
Posts: 28


« Reply #31 on: June 25, 2008, 11:18:32 pm »

Keys to allied Infantry victory so far that I have found.

1: Riflemen are the key to victory, these guys are fantastic and hard to kill, especially if you put them in cover. Combine with BARs and its almost unassailable except by a lot of vet 3 KCH or units with Assault (just move out of the way, then move back). They can build defenses, are cheap, and work well. The bold part is key to holding area. Put a rifleman with Sticky with each ATG. It prevents the axis tanks from circling quickly, and prevents escapes.

2: ATGs, most people prefer handheld AT assets or M10s, but nothing puts the hurt on Axis tanks better than the 57mm. Again, putting it behind sandbags prevents many tank shots from actually hitting it, either directly or with the blast.

3: Some for of indirect fire is needed, if only to counter enemy indirect fire weapons quickly.

4: Crocs are better than Shermans if you have your ATGs (which you better), they can toast 2 schreks pretty easily. Usually not something you plan to have survive a game, but if it does its no big deal.

5: TRIAGE!!!

6: .30 cal HMG, gods own sweet gift to the allies. Vet 2 makes it just nasty. Put it in those rifle build sandbags and have a good time.

Rangers are ok, good at assaulting a position with nades or fending off some light armor, but the ATG is a better AT unit by far. The munitions can be better spent on things like BARs, nades, and ATG and HMG AP rounds.

The basic formula is lots of rifles, a few ATGs, some arty, and a Croc or few.


Oh come now, AmPm..30cals are useful, but not that amazing. against vet 3 KCH, I would take 30cal over an mg42, but most other times you will want the 42. Can't agree more with point number 5 though. Nothing in the infantry doctrine seems to get overlooked more than the triage center. When I ask people why they dont have one, its always "It's way too much munitions". Which is funny, because in the long run, it will save you a ton of munis. An SMG ranger squad can be returned to full health so long as they havent lost a squadmember. Allied snipers become much, much more useful if they can afford to take a few shots. For some reason it even repairs the allied 57mm. Not just the crew, the actual gun gets repaired. Also point 2 is good. People really underestimate AT guns. Last game I played a sherman and 1 vet 2 Upgun sherman destroyed a group of 3 stugs and a p4, and the game before that 3 p4's and an ostwind got wrecked by an ATG and pershing. Both times the ATG deals out most of the damage, tank prevents it from flanks.

Anyway, for t4 infantry I have to recommend tank reapers. stacked works ok, cohesion is pretty crap in most situations, and t4 arty is good, but will also make you a total fag. Take your pick, but tank reapers makes it very diffcult for axis armour to be useful, letting you focus most other efforts on infantry.
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #32 on: June 25, 2008, 11:42:09 pm »

WTF are you talking about, my .30 cals are the pwn, at vet 2 they get the increase in suppression and accuracy, at vet 1 they are 25% harder to hit. In cover they need to be grenaded to be taken down. Hell, I have one at 104 XP right now, it rapes.
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RikiRude5 Offline
EIR Veteran
Posts: 217


« Reply #33 on: June 26, 2008, 01:40:01 am »

Why am I being told that .30 takes out vet 3 KCH? I'm very confused. vet 3 KCH dont get suppressed so they just run right up to your MG and take it out with ease, I've had two MGs covering each other and the KCH still wiped them out.
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"Let me open with a magic trick, I'll make this pencil disappear!" - The Joker

*if anyone knows the exact quote please tell me =)
Dr.Nick2 Offline
EIR Veteran
Posts: 280


« Reply #34 on: June 26, 2008, 02:03:01 am »

30. cal is only good at vet 2 or 3. Give me an mg42 any other day of the week
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Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #35 on: June 26, 2008, 02:56:14 am »

Better off using Quads & BARS for suppression.
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #36 on: June 26, 2008, 09:15:26 am »

Learn from your enemys, read the threads in the community Help forum and if all that fails go buy "Sun Tzu´s The Art of War", it helped me Wink
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #37 on: June 26, 2008, 09:23:16 am »

Another key to getting better, which it seems Riki isn't following, is knowing how to read. I said the only problem is vet 3 KCH, not to use the HMG against vet 3 KCH.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #38 on: June 26, 2008, 09:55:42 am »

^ Brad and draken, that is nothing to do with the topic at hand....
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salan
Guest
« Reply #39 on: June 26, 2008, 10:03:43 am »

cleaned, stay on topic
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