Welcome! This channel focus is towards making videos focused upon the strategy game Company of Heroes franchise. Here will be shown strategy tutorials, stream highlights and more!
I will be leaving uploaded my Minecraft videos community and memories :)
Thanks! It's a very flexile the Espionage Battlegroup! Can be used in a many different ways, hard hitting AT, camouflage, eco boom/eco denial or vision control. All viable, all fun! :D
With plunder being such a solid ability, I don't think I've ever seen anyone use the switching stations, but you've definitely inspired me to try it out. Seems like 1v1 would be a prime spot for it with wrecks being far less prevalent. GG!
Yeah I think both Plunder or Transfer Depots are viable, it's just about picking which one best suits the game at hand! Both are really nice picks for 1v1s! I agree though Plunder is the safer pick in team games as there will be more vehicle wrecks.
In the future I will for sure. I plan to play UKF more in the coming months to round off my faction experience. At present I've got about 100 games as UKF which is a drop in the ocean compared to my roughly 2000 games with USF, WEHR and DAK. I definitely want to make a UKF focus unit guide on the Dingo and Humber. They are my two favourite UKF units and so effective when used well!
I have only watched a couple casts so far but it seems like you don’t usually get a med truck or forward retreat point. Do you not think it’s worth it? Also, that bait into the AT ambush was beautiful.
Thanks Thrax9054! Nice question happy to explain. I value the med truck and forward retreat point, but it requires a decision to be made in terms of playstyle! The med truck generally forces the player to keep their army in one area so that they can rotate injured units back to heal/reinforce, whilst healthy units hold or push. A med truck means I'd have one less combat unit so I can't afford to send units out of my lane as otherwise I may become overrun. In this game I'm incredibly mobile playing an active roll everywhere in the north, center and south. Pause the tacmap at these times for example, 12:56, 13:50, 17:10 and see how spread my army is to try find an opportunity. This is a conscious decision to play like this, especially the centre spawn which offers some really nice flanking routes. If I play spread like this with a med truck, I'd become overextended, my opponent can overrun me, prevent me from healing/reinforcing and worst case kill the med truck. To sum it up, if I want to play mobile attacking everywhere then no med truck makes more sense. If I want to focus only on my side or at most my direct adjacent ally then med truck is more viable. Hope that clears it up! :)
Could you please explain when to go chaffee and when to go greyhound? I find myself all the times going chaffee and you the pros going for greyhound. But I either play it bad or don't find it stronger than chaffee.
Can do! Great question! I'm going to approach this that you mean which to go first. Good observation most top players tend to go M8 first. I prefer have an M8 as it can take on both infantry and light vehicles, whereas the Chaffee can only take on LVs. Simply put, if I feel I can go M8 and that provides enough AT to keep me in the game then I'll do that. Having the ability to kill infantry without bleeding your own manpower is very important in CoH and the M8 can allow USF to achieve that. The M8 can force engagements, pick away at your opponent at max range or create gaps in the Axis line. However the Chaffee can become next to useless if they keep jaegars or an AT gun constantly shadowing their flak HT, which is more consistently done in top level games. I only really go Chaffee first nowadays if my opponent goes for a Wirbelwind rush or I suspect they will overextends an 8rad/HT beyond their AT line and I can chase them down, especially if Chaffee vet1 is available via Armour BG. Hope that helps :)
You're welcome! Yeah the PGs + luft combat group offer a great combined arms army. One of my favourite combos! The panzershreck jaegar to cover the pak40s flank, whilst the Wirbelwind and PGs can make some hard hitting assaults.
Yes I quite often start with 3 grenadiers, especially if I am getting the early T1 vet1 upgrade named Infanterie Officer Quarters. If you slow down the pace of the game by positioning the grenadiers to maintain maximum range, good garrison control and a well positioned mg42 or mines, the upgrade allows them to sustain on the field and get to vet3 quicker where they get a HP buff. When combat gets to close for grenadiers it's unlikely you'll get much out the healing. Yes they are the weakest mainline though and also the most punishing if you get caught out of position. Vision control is important for this playstyle, hence I find the kettenkrad, use garrisons and mines are really important.
Fun match to watch! I think he held out quite well considering the late teching he did and strange starting build order 🙂 A small request for a future video/segment: Some guidance as to how to effectively use control groups. I try to do it, but mostly I end up only having artillery binded to a control group and I definitely think it hinders my speed and reaction time. Anyway, great content as usual 😊
It was a fun unique one to play! :) A video covering my approach to control groups has been highly requested. I have started making it alongside another two videos to improve time management in CoH so they should help out.
Yes it's definitely still a viable strategy versed Wehr. In fact, I'd argue it's even easier to execute this strategy with the buffs to MSC nowadays and the reduction in strength of Wehr T2. Against DAK Pathfinders can zone out bike play a bit better, but are really vulernable to a 250HT or flak HT transition. I tend to just Pathfinders verse Wehr nowadays in the Coral Cobra patch era. That may change moving forward with future patches.
Zuntew is not good perse. The problem with low tier players like him is that they can catch you offguard with some stupid BO. He didn’t even tech. As soon as you saw that you could ve spammed him into the ground with 8 rads. GGs, loved to see you win ♥️
Yeah I agree making multiple 8rads here would have been the best strategic selection, similar to the video I uploaded named 'Keep calm and counter attack | Narrated Gameplay 1v1 Wehrmacht | EP#2'. I feel Zuntew micro is quite good, sometimes inconsistent, but he plays a lot of sub-optimal builds in the name of fun variations. Even more so than me haha :D The element of surprise can definitely catch people off guard!
09:37 is a perfect example of one of the sound issues in this game. The riflemen were just wiped out of nowhere with close to no warning at all. Hope it gets improved in 1.7 along with the other audio updates. Otherwise great video! :)
Yeah those rifles got nuked by the 3x Panzergrenadier squads blobbing together which then rotated south. I assume it was a bundled grenade with a quick small arms fire burst. Definitely one of those cases if you are not looking, then your squads going to get annihilated! I'm looking forward to 1.7 as well! Thanks BlackwingDK :)
I love COH3 1v1 keep them coming. I enjoyed the video with the wermach flak track. Make more of them videos where you really go deep into a specific unit. Please. Thanks!
Amazing analysis! Thumbs up from me. I would never think to get double mortar vs dak, nor armoured with mechanised support centre..... Food for thought!
Thanks Britalex! Yeah the MSC can allow you to replace that first engineer with a mortar or ATG which is handy. Double mortar was fitting because he went for the ATG style and had made some good green cover positions, so the best way to dislodge those is with mortars. I personally think MSC + Armoured is the best late game US build, but it can be exploited by well used DAK AAHT or 8rad so often in 1v1 ISC/ASC still stands as the stronger options.
@@StephennJF Thank you for this explanation! I was curious about the mortar choice at that timing as well, so I'm glad you answered it here. That was a really smart response based on the hand that your opponent had tipped so far.
I really like your videos! Unlike other videos going over COH3 you do a great job of explaining the why you do things and how to improve your gameplay. I've been incorporating your tips and others into my gameplay and I am a lot less frustrated with my losses and wins. Thanks!
I'm glad my thinking out loud explanations have been helping you out Adam! It honestly helps me as well by keeping my train of thought constantly active. It's a technique that's been useful ever since school days, but I'd occasionally forget that I shouldn't be speaking to myself in a test :D
As always, these videos are the best educational CoH3 content out there, bar none. Would love to see more, but they properly take a good while to make 🙂 It's like being back at uni with a fun and engaging professor 😄
ohh thanks BlackwingDK! the 'How to use' series does take a while to make with planning, editing and image generation, but the end result is always worth it if you have fun learning from it! :)
Gg. Fun match. Gotta laugh at red. 2000 games still being at 1100 elo and still thinks he should talk trash. Also you have me reassessing the tac map in 4v4. I've always just dismissed it as too busy to be worth using, but you made it work. Definitely makes a no forward healing style seem viable.
Yeah the tacmap does get more crowded in 4v4 when compared to 1v1, but for time efficient troop management it's still the best option in my opinion. Using tacmap to get troops back to the front lines or a shift cap, let's you focus elsewhere sooner. Forward healing is generally still the best strategic option if you go infantry heavy, especially if you coordinate it well with your ally.
Hey Koiraboi! Yeah I assign a control group to each individual unit. Makes it easy for me to coordinate everywhere around the map at the same time. There is a method to the madness! :)
I like seeing Mechanised support Center but once i started using captains forward retreat point i just couldnt use MSC again it felt too empty and retreating wayyy too long
Yeah the time efficiency of ISC is unmatched if you play infantry heavy with the captain and some form of forward healing in team games. I love the strategic diversity MSC brings in with it's tech options and I use it for about half my team games still.
A nice argument in favor of a very overlooked support center. How are you feeling about the ubiquity of Flakvierlings and, to a slightly lesser extent, Wirberlwinds? These are very likely to pop up regardless of what you're doing and have a nasty habit of shutting down air play. Is the recon run upgrade enough to power through, given you're very light on the combat runs anyway?
In 1v1/2v2s I'm not to concerned about Flakvierlings or Wirberlwinds as you can work around them and reduce the likelihood of them shooting down your ASC planes. In 3v3/4v4 games Axis anti-air (AA) becomes a problem as there is just to much of it for ASC to have a impact. Yes, the advanced recon run health upgrade is enough to stop one of these AA vehicles from shooting down the recon plane, which if the Axis player wants to really shut down your recon it forces them to purchase a second AA unit. This may possibly happen verse Wirberlwinds but very few DAK players ever get a second Flakvierlings. If this is done, it may create a hole in the Axis line to Allied armour :) You can also time the recon run when the Flakvierlings/Wirberlwinds is shooting at Allied ground units to still get your basic recon run plane to get you vision :)