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Author Topic: How to get better?  (Read 17367 times)
0 Members and 17 Guests are viewing this topic.
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #40 on: June 26, 2008, 10:08:09 am »

salan are you going to flash our memories now like in MiB?
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I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
salan
Guest
« Reply #41 on: June 26, 2008, 10:10:06 am »

salan are you going to flash our memories now like in MiB?

ya but my flash stick is a bit bigger, and non removable from my person!
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #42 on: June 26, 2008, 10:40:44 am »

^ don't taint his young mind.
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Doce Offline
EIR Veteran
Posts: 248


« Reply #43 on: June 26, 2008, 10:47:55 am »

Why is Cozmo even posting in this thread?  Tongue
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"How many in a dozen, mofo?"
Tym
Guest
« Reply #44 on: June 26, 2008, 11:02:56 am »

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.

I've learned that. In fact my last game i had 28 riflemen...a bit too much but it was total accident. While putting together my company i just ended up with that many. I almost won too, I just didn't cover my arty well and I also got flanked.

But yeah, I love Riflemen and am learning to use them more effectively.

Quote
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.

I'm warming up to them more, especially with the AT upgrade it's awesome yeah. I'm leaning less and less on rangers and use them as support when I want to chase down tanks and put them in buildings to keep tanks out of certain choke points.

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

Agreed. Using mortar's a lot more recently.

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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.

I don't even use Shermans. I usually have 2-4 m10's and 1 or 2 crocs. I never use shermans. I like speed and tend to bring out my croc when i have a lot of rangers. So say i got 40 out there, I like to have 4 rangers, and a croc. works really well.

Quote
5: TRIAGE!!!

Yeah...hard to keep using it but I'm learning to love it.

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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.

Yeah. Easier to use them on defense of course. I'm bad at managing them but am getting better. 30 cal + mortar squad + BAR squad + nades = ownage.

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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.

Yeah pretty much.

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.

Well. I have a long way to go to get to tank reapers. As of now what I have is.



but yeah basically. I just gotta go with what I know. I'm good with infantry ok with tanks, mean with the m10, deadly with artillery and ok with support weapons. So usually my best bet is to go with a lot of riflemen and rangers and just give them upgrades and make sure i have at least an mg and a mortar or two.

So, what's better. Battle Know-how or core beliefs?

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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #45 on: June 26, 2008, 11:08:14 am »


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.

I was the one who took out the 3stugs with the at and the unvetted sherman with 50% health  Wink
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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.
Doce Offline
EIR Veteran
Posts: 248


« Reply #46 on: June 26, 2008, 11:10:28 am »

Battle Know-How is obviously better, but at this point it depends on what t4 you're going to get. It's been said before, tank reapers is probably the best. But if you want to get it you're going to have to get rid of one of your other tier 3s. Also if you are finding yourself losing a lot you might find core beliefs to be handy but it because moot once you never lose, and if you're not going for Reapers a 5% loss in experience isn't too different from 10%.
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GamerAndyAlly Offline
EIR Veteran
Posts: 311


« Reply #47 on: June 26, 2008, 11:17:55 am »

Beginning of the war I teched straight for Reapers and good god did I hate making my first t2 core beliefs - its so goddamn worthless, and even more worthless since I didn't get my first loss until like 19 games in
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So theres no more confusion:
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #48 on: June 26, 2008, 11:20:26 am »

With the way he likes to play I'd be tempted to have him go t4 arty.
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509th Airborne
Tym
Guest
« Reply #49 on: June 26, 2008, 11:24:39 am »

well you're awesome andy...and i agree. i think i'm going to back down on the core beliefs. I think battle know how will be more usefl, especially with Mortars and AT's and since i'm a big infantry hag grit and stacked will work well for me. but i'd love to get Tank Reapers though...

as for the T3 thing. You can't have more than 2 T3's?

I agree with AmPm. I want T4 Arty...i really really do. 5 off maps doubles shots, shorter cool down (drools)

anyone have cohesian...is that even worth it? i dont even get it...
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #50 on: June 26, 2008, 11:28:55 am »

You get 1 t4, 2 t3, 3 t2, 4 t1
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Tym
Guest
« Reply #51 on: June 26, 2008, 11:50:27 am »

Ahh. Hmm...so i can have only one more t2 and then i have to wave up everything for a t4 ok. that works, i guess.
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Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #52 on: June 26, 2008, 01:31:39 pm »

Judging on your current build, get the T4 arty. That is all I can tell you right now, I'm not too big on utilizing that to its full extent.

I'm beginning to miss my rifle spammage I used to have.....I wish I could have used my Tank Reapers more.
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Tym
Guest
« Reply #53 on: June 26, 2008, 02:23:05 pm »

One thing I've learned with off map that's really useful is firing it off and making infantry tanks or whatever backup into your howitzer barrage.

Off-map isn't just useful offensively, it's good defensively wiithout even hitting anything, using it to keep back an advance, going around the off map and surprising them. Sometimes i shock 'em and go right thru it since i know when it's ending.
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donnieDark Offline
EIR Veteran
Posts: 95


« Reply #54 on: June 26, 2008, 02:50:17 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.

wow I didnt think anyone remembered me  Shocked

Tym it really depends on your play style.  You might want to abandon howitzers all together or just limit yourself to one.  Figure out which T4 you want and build your army around that.  The arty t4 is nice...but the t3 in that tree is really trash.  If you really want to give players a run for their money go stacked.
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Rahx Offline
EIR Veteran
Posts: 1147



« Reply #55 on: June 26, 2008, 03:01:43 pm »

I remember you lol... I had played a game with you a month ago.. you were sooo happy about my bombing runs & crocs and you were crying out loud while laughing...

was pretty funny...
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why is everyone except me retarded?
Tym
Guest
« Reply #56 on: June 26, 2008, 03:14:20 pm »

Um...bombing runs and crocs? crying out loud, laughing? doesn't sound like me...

as for the t4 arty, i probably wont go for it darko. I think they feel we should try the same strats is cuz we are so alike...

anywho. I like using rifle/ranger spam + howie it's how i've won nearly every game.
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Dbozwhite Offline
EIR Regular
Posts: 47


« Reply #57 on: June 26, 2008, 05:37:08 pm »

well, I'm black so I can't micro. I'm @ a serious advantage already.
Well... finally someone has said what we're all thinking.
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Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #58 on: June 26, 2008, 05:39:57 pm »

Why can't black people micro? Shocked
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Wolster2 Offline
EIR Regular
Posts: 22


« Reply #59 on: June 26, 2008, 05:42:09 pm »

Its cause they is black init.
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