INSANE SUPER EXTREME GAME! (FeriG vs Jefg) Company of heroes 3 1v1
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- čas přidán 20. 08. 2024
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"That's a ketten !!" lmaooo
Hello Zaney !!! Thanks you for the cast !
You have the art of finding us gems games ! 😉
I think we can say "thanks you" to the both player too !!! Very very high skills !!! This game is insteresting too on tactics !
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I begin on the WM side, with FeriG.
Early game :
- Like many high ELO players in WM, FeriG begin with a grenadier(the luxury of fast capture) , and just one MG on T1. But, that create immediatly a big problem for map control, specially on Faymonville, with very large frontline. In 1v1, 2 MG needed on maps. On Faymonville, 3 is not a ridiculous things.
- Just 1 MG, FeriG has no choice. He must go to one side fuel ... and he choose the left ... That is the first tactic mistake. His right flank fuel is so easier than the left flank, to take fuel control. Indeed, the right house is a perfect position for the MG. Let's show the way for engineer, back on the aera shoot of MG, and push. The fuel is for you... MG on house can shoot on every way, with cover and force US player to choose mortar, grenades upgrade ... every expensive Manpower / Fuel to reduce the number of first Riflemen !!! Easier map control, later vehicules You can use one more unit before thinking to counter US middle game.
- FeriG make the bad tactic move, on left. Jeep aggravates the situation with his flank movement, and take his veteran. The fuel come later, and the other side is just "free" for JEFG !
Middle game :
- FeriG remains calm and follow his T2 plan, with 221. Good call ! 221 travel like a rabbit ... But FeriG use it "really bad" ... FeriG forgot he left the fuel for JEFG on early game. Sure, US MG come and he can think it is a T2 US options. But ... He have seen Jeep vet 1 ... Then, it is a trouble situation. Fast US T3 can come (7-8min) and JEFG do it !!! So, in this situation, you are not allow to show your 221 like that, without "41 Canon upgrade" or grenadier protection, or Jager PzSchreck. JEFG punish that immediatly ! His Greyhound have "licence to kill" for a few minutes.
- After 221, FeriG call Halftrack + Stobtruppen ... ok, Why not !!! He miss the early game ! And he need "power". But medic halftrack come !!?? When US Player show an MG ... At this time, with this early game, with this situation, FeriG need 221 with 41 canon (stay in the shadow and wait vehicule) and jump on Stummel to solve US MG problem, and poor DPS problem to take map control and reduce the opponent fuel. Miss that, will have a big impact on the rest of the game !
Late game :
- FeriG stay a high skilled player and trap the Greyhound. But "pain" is here. His timing end game is delay. His DPS option come later with the second Stobtruppen. That is not feeling good. On emergency, FeriG make the good call => Brummbar and T3 to cover him with 2 ATGun.
- FeriG plays perfectly ! He know US Tank come and understand the danger. He stay on center with the Brummbar, manage their ATGun on the good way when he see Easy Eight positions. All is undercontrol, he can keep one VP and let's him some time in thinking how trap and finish. He travel on flank with his infantry easily, because JEFG do not use MG. Now, that begin to feel good ! The Tiger could save his game.
- Unfortunatly, FeriG loose his Brummbar ... So the Tiger must do the same job ... The game go to be very long, now ! That is not good ... Allied can make mass light or medium tank. FeriG choose to mine the field to prevent that. But the result is uncertain !
- JEFG do not know enough good their abilities of his army and he does not respond well enough on the frontline ! FeriG think he is well, now. And he make another tactic mistake with his Tiger and his Panzer IV. He use them on the frontline while the game has been going on for a long time and he forgets JEFG can hide " fuel units surprises". We need to be clear on that. NEVER USE SUPPORT UNIT CAVALRY ON THE FRONTLINE. Let's infantry show the way and and flush out the traps tactics !!! JEFG go to punish immadiatly this mistake ... Panzer IV and Tiger go down, 2 ATGun too ... JEFG have just loose 1 Chaffee to do that ... Normaly, it is "GG WP" time. FeriG continue to play, probably frustrated. But JEFG have too much skill to loose after that, with all his army.
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Now let's show on US side, with JEFG, another insane player like FeriG ! 😁
Early game :
- JEFG is a rascal. He prefers a Jeep, not a mortar. The plan is clear : punish a motocyle and just 1 MG early tactic T1. Jeep go to Vet1 and send MG to stir the pot on the middle game.
- All is feeling good. WM play on the bad side, and half of JEFG's army control easily the center and the other side. It is normal, Fusilier are a better unit than grenadier ...
Middle game :
- JEFG is "all good" !!! Fuel early game connected, MG showed ... Here we go : Greyhound come faster. 221 WM is fond of the field. He go to punish that immediatly ! "Licence to kill" for the Greyhound, no stummel to counter his MG ... The game go to fall in his pocket !
- He is so good at this time, but JEFG will show these limits on its tactical abilities and reactions. He go to make all bad calls ... Engineer and Riflemen ... sniff 😅!!! The goods calls was unlock doc engineer point, and make + 2 MG, to have 1 MG on each VP. That allow repair station for the Greyhound for nothing ... And 2 MG for only 200 Manpower with some ammos + 1 cheated mortar to punish suppression aera !!! 3 Riflemen + Captain + Greyhound can reinforce the counter attack of FeriG, and the game finish before Brummbar come (20min, because of poor fuel since departure) ! Aouch ... JEFG lets FeriG come back in the game ... Really dangerous ! Late game WM power go to come !
Late Game :
- JEFG cannot control the map with his choice units. And T3 was expensive on fuel. But He win early and middle game. So late game Easy Eight come on a good timing. Brummbar is here, but first Easy Eight arrive on the battlefield in same time.
- JEFG remember he have a choice doc ... Alelouya ! Poor expensive Easy Eight are available, the second one come quickly. FeriG is stuck on the center, he continue to trust fuel point and VP flank.
- Now, we understand why the game is not finish. JEFG do not know that : 2 Easy Eight win vs 2 ATGun. Because Easy Eight have enough life and enough power to decrew them. So, JEFG avoids the center. The game go to be long !
- Frontline Faymonville is very very large ... Easy Eight need time to travel on righ from left and left from right. Always no more MG ... FeriG come on flank to pick some VP tickets. JEFG search to solve problems ... He know the Tiger go to come (20 => 30 min)! His choice go to 3 Chaffees. Good speed, fast on flank and rear, low cost ! He hides his strategy.
- Chaffees make the job ! FeriG facilitates JEFG in impaling him.
- JEFG always forget MGs, it gets tight !!! But 2 Easy Eight can travel easily and FeriG have losen all his DPS power.
- JEFG wins in pain, with gout on the forehead. The game was EPIC ! "GG WP" 👍
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This game is very interesting. It shows you cannot win a game if you miss just one good tactic call ! This is the reason CoH3 is an insane game. During 20-30min, you need to keep concentration, use skills, and think tactics, all in same time. Each tactical error can reshuffle the cards ... And given EPIC games ! 😀
Good analysis!
Great game! The knock-down drag-outs where each player ends the game with 4 or 5 units are my favorites. Game in contention from start to finish. So epic.
That was far and away one of the most wild games ever lmao excellent cast
One of The best coh3 1vs1 match in ages
Wp to both
Crazy Match rly well played they booth
thx for the great commentary to this awesome 1v1
I have no words, that was amazing!
What a match! This is the most intense match i’ve ever seen!
On one hand this game was very entertaining on the other - it makes me sad, because I realize that I'll never play at that level.
At first he was building pio, but then changed to ketten. This 1s maybe costed him the game😂
Great game!
Cool to watch JEFG, and even though USA is too strong, he really went from top 50 to top 10. Incredibly close match, good cast, maybe you're focusing too much on rooting for the player,
otherwise really good.
Zaney has the best Z
Good match but no way but seek and destroy is way to op along with chaffe cost efficiency with 100% movement accuracy on easy eight. Something should be tuned up
Welcome to the company!
chaffe is way way way to op for its costs.... 3 of those and a tiger is gone
why are players so allergic to stugs? with that much armor on the field you'd trade a lot better with stugs.
Because of many things :
- Stug need upgrade T3 (150 Manpower + 50 Fuel + time). So, first Stug need ~450 Manpower, and 110 Fuel. And his Efficiency is lower than PaK (lower range), and equal as a Grenadier on the infantry (with +50 ammos for the roof gunner). On middle game, you need DPS on infantries. Stug do not give that (Special ability veteran need to come in close combat ... So AT Grenade go to blow engine, and stuck ... easy kill for allied unit ATGun, Vehicules)
- Life and percing are "ok" on the middle game. But, in late game ... his poor range (40m only), and his poor percing armor (130 ... at 40m, same like a PaK ... at 60m) are not good vs medium Tanks, and inutile vs heavy tanks. Marder III have lower cost than Stug, and have a huge better percing and DPS vs Medium and Heavy Tank... And have 50m range (55m on fixed position) !!!
- That do not give a good response to counter US and British BO T3 "All in". Humber (6-7min), Stuart (7-8min), Greyhound (7-8min) ... Stug (9-10min). Without response vs a DPS vehicule/Light tank, 2-3 minutes late Game Over (map control losen, units destroy when they come back on mainbase). WM have no choice, if you failed to break the opponent’s fuel for 2-3min during the early game (0 => 7 min) => 221, upgraded with 41 Canon, Grenadier cover (Panzerfaust if vehicule rush 221), or LG40 (Lufftwaffe droped + Lufftwafe doc).
- The cost to build the first Stug build T4 ... T4 unlock Stobtruppen, Brummbar, and Panzer IV !
- Stug is a fail unit if the Allied player choose "Bazooka infantries models". And Allied player can still not be make this choice when you unlock Tech T3 for the stug. Nebelwerffer is not a good choice too if Allied player have choice "traveller infantries units tactics" (Assault team with LMG or PM).
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Tactics conclusions :
- Focus Stug choice is a fail. That give middle game response AT too later. ~80% of Allied tactic use, kill you before you can use it, or counter the Stug.
- Many Stug just can be choice to the late game, only if opponent go to choice Grant, or EasyEight (and you need to understand that before that come). But you forget T4 ... This is a good counter, because many stug are a very low cost strategy vs this tanks models.
Stug need to get very close to reliably penetrate, and an Easy 8 will instead penetrate the side at basically any range; you'll also almost never see regular Shermans because of how bad they are with the Infantry Support Center, and a Chaffee might get behind it if you aren't careful, so the Stug will mostly end up sitting pretty until something that trades well against it appears, usually a Hellcat.
It's especially hard to justify an early 50 gas sunk on a building just for Stugs, since Nebels aren't great without larger maps; that's already half-way to a Panzer Kompanie, and the cost of the Stug itself will just outright get you there. So, all you're really getting is the benefit of a Panzergrenadier Officer Quarters that applies to everything you technically need in the mid-game, but you're really hoping the enemy doesn't take that chance to tech into 105s or Grants, and they'll very much want to.
@@bubbasbigblast8563 yeah stugs have better pen than a panzer 4, and he already built the panzer kompanie for AT guns. Most of his AT guns were dying to focus fire from infantry blobs, stugs can at least trade well for their cost against armor, do decent damage to infantry, and won't get focused down by infantry.
What a scrap