Página 1 de 2 12 ÚltimoÚltimo
Exibindo resultados 1 a 10 de 17

Tópico: Double Panzer Elite 'Blitzkrieg'

  1. #1
    Haha! We have the Zeal! Avatar de SuperSoca
    Data de Registro
    Jun/2004
    Localização
    Santa Maria - RS
    Mensagens
    5.399
    Valeu/SFA
    Recebidos: 2.883/114
    Dados: 6.186/535

    Double Panzer Elite 'Blitzkrieg'

    Estratégia muito interessante, o problema dela é que requer um IMENSO entrosamento, já que cada um dos jogadores é extremamente direcionado para combater ou infantaria ou tanques.

    Me parece que o 2v2 está em alta no momento pela quantidade de estratégias direcionadas para o 2v2. Realmente o 2v2 AT é o melhor mode.


    Double Panzer Elite 'Blitzkrieg'

    Double Panzer Elite is considered to be underpowered by most Company of Heroes players. For a select group of people this also makes them the most fun!


    Losing unfortunately is not fun. After too many loses on the map Duclair, I, Nosliw, have created a new strategy! The strategy is called Panzer Elite Blitzkrieg. This strategy was developed to fix the weaknesses in traditional Panzer Elite play in 2v2. Many fast, light vehicles from the allies are often too much for a mere Anti-Tank Half-track to hold off until Marders, especially on an open map such as Duclair. This strategy allows strong and early anti-tank as well as strong anti-infantry for the Panzer Elite, but it lacks slightly in the ability to deal with large 'zombie' armies and elite infantry.

    Build Order
    Player 1 (Luftwaffe)

    +

    builds +
    x2

    x3
    Player 2 (Tank Destroyer)

    +
    +
    +
    + builds

    The next units depend on if the allies have emphasized:
    • A fast Sniper:
    • MG spam:
    • Bren Carrier spam:

    Then, after two half-tracks of any type have been built:


    Duclair Capping Order

    Kettenkrads are used to capture the northern and southern parts of the map, going for the +10 fuels on both sides. The Panzer Grenadiers capture the middle part of the map so they can be on the front lines to pressure the Allies. Duclair was chosen and showcased here because this is the only map where extensive testing for this strategy was done.





    General Strategy
    The Panzer Elite early game in a 2v2 is simple enough: use Kettenkrads to capture half of the map and tech while Panzer Grenadiers keep the Allies at bay. When playing the Panzer Elite early game, your objective is much like Panzer Elite vs American match-up in 1v1: to stall for time. When playing, these guidelines should be followed:
    • Fight as many battles that can be won, forcing the allies to retreat and reinforce.
    • Do not overextend or enter the British base, this will often result in being forced off the field.
    • Use cover and buildings to help stall for time while your Armoured Cars and Infantry Halftracks tech up!
    • Most importantly do not enter battles that you will lose -- getting forced off the field means the Allies get to advance and take more territory. Once territory is lost it is very difficult to regair it as the Panzer Elite.

    Once Player 2 gets his Infantry Half-track out, the goal is to continue to stall for time. Infantry Half-tracks are weak alone, but they give support and reinforcing options on the field. This makes it easier for Player 1 to get Armoured Cars on the field. Note: Player 1 should avoid casualties and reinforcing troops as this delays the Armoured Car.

    When the first Armoured Car comes out, start pressuring where possible. Use the Armoured Car to keep back allied infantry blobs and force harrassing units on your side of the map to retreat. Territory control is of essential.

    The second Armoured Car's role is to support Player 2 at all times. All Armoured Cars after the first one built should be used to support Player 1 and pressure the Allies. Keeping the first Armoured Car (or at least one of the Armoured Cars built) roaming around fighting harassing units is also vital.

    Armoured Cars should be continually fighting and harassing the Allies until five have been produced.

    Around this time a Stuart, M8 Greyhound or T17 Armoured Car will most likely appear. Player 2 should have two Panzerschrek-equipped Panzergrenadier Squads by now and one or two Infantry Half-tracks. Use the Infantry Halftrack(s) with one to two squads inside to chase down the the Allied armour. However, do not run into allied blobs and lose your Panzerschrek squads!



    The Mid-game Push

    With the Stuart, M8 Greyhound or T17 Armoured Car rush out of the way, it is time for an offensive push. Player 1 should have close to five Armoured Cars on the field, and should also be using them as aggressively as possible.

    The goal of the midgame push is to make it to the British base and kill all his infantry and then the HQ Truck. Use the Armoured Cars to kill American and British troops and force a mass retreat. Once the American and British players have retreated, the British base should be rushed by both Player 1 and Player 2. Each player has a couple of priority targets in the British base:
    Player 1

    • PIAT Squads: Player 1 needs to target these squads first with the Armoured Cars. They are the biggest threat to both players.
    • Medics: If Player 2 has not killed the Casualty Clearing Center, Medics should be targeted next.
    • Lieutenants and Captains: These units are expensive and offer bonuses, making them great targets for Armoured Cars.
    • Remaining Infantry: Target and kill the rest of the infantry.

    Player 2

    • Casualty Clearing Center: Player 2 needs to take out the Casualty Clearing Center first with the Panzerschrek squads.
    • Mortar Pits or Vickers MMG Emplacements: Player 2 should take these emplacements out next to allow Player 1's infantry to advance and to allow Player 2's infantry to stay in combat if the Infantry Half-tracks are destroyed.
    • HQ Truck: Player 2 should take out the HQ truck next, forcing the British player off the field.

    The British opponent's options and recommended reactions:
    • Stay and lose all his units: Expect a 'gg' message to appear soon.
    • Pick up HQ truck and retreat all infantry to the American base: The HQ Truck will be easily destroyed. Use the opportunity to capture the sector the HQ Truck was in and line up the Armoured Cars in preperation for a counter-attack.

    Changes in Strategy/Potential Threats

    57mm Anti-Tank Gun Walls

    Player 1 has the option of upgrading Panzer Grenadiers with MP44s and Increased Squad Sizes, or building a 88mm FlaK. The MP44 blob should be used to flank 57mm Anti-Tank Guns (Or simply ATGs), decrewing them, and if possible re-manning them. This is easier to do if there is a Forward Headquarters on the field. The 88mm FlaK will need sight in order to be useful. Use a cloaked Kettenkrad to provide line of sight, allowing it to two-shot ATGs.

    Player 2 has the option to get two or three Mortar Half-tracks and use them to constantly barrage ATGs.

    Player 1
    + OR


    Player 2
    x2

    Shermans/Fireflies/Kangaroo Carriers

    A few of these vehicles should not be a problem with Player 2's access to Teller Mines and Double Anti-tank Efforts, but if the Allies get too many vehicles it can be overwhelming. In such an event Player 1 should consider either a 88mm FlaK or a Marder. A 88mm FlaK with Panzerschrek-equipped Panzergrenadier Squads in support should be enough for any allied armour.

    Player 1
    OR


    Player2
    +

    Rangers, "Zombie" Infantry Sections, PIATs, and Airborne Blobs

    Mass infantry is the hardest thing to counter, even with five Armoured Cars. Five Armoured Cars are very good, but after ATGs and Ranger Squads hit the field it can be very hard to keep all of the Armoured Cars alive. The best idea here would be to pump out a few Wirblewinds and have Player 2 get more Mortar Half-tracks. When the Allies advance, Wirblewinds will easily pin the Allied blobs and allow Player 2's Mortar Half-tracks to kill the pinned infantry. Once infantry are forced off the field, the Mortar Half-tracks can take out ATGs, allowing Wirblewinds to advance. If no Allied armour is expected, Player 1 should skip getting a 88mm FlaK and should instead get Fallschirmjäger squads with FG42s and SD-2 Butterfly Bombs. Player 1 will most likely float Munitions, allowing SD-2 Butterfly Bombs to be spammed.

    Player1
    2-3x + +


    Player2
    x2

    How Doctrines are Incorporated

    Player 1

    Luftwaffe Doctrine gives Player 1 early Advanced Repair for his Armoured Cars. Later, Wirblewinds, Fallschirmjägers and SD-2 Butterfly Bombs can hold off infantry hordes while the 88mm FlaK and Henschels take on allied tanks.
    Player 2

    After three Panzerschrek squads, Player 2 will have extra resources, especially Munitions. These Munitions should be spent on laying Teller Mines. Player 2 should then continue down the left-hand side of Tank Destroyer Doctrine to get Double Anti-tank Efforts, and eventually the fearsome Jagdpanther.

    Closing Thoughts

    In conclusion double Panzer Elite is still the most underpowered axis combination for 2 vs. 2 AT, but this strategy should make allied vehicle and infantry spammers think twice about just how strong Panzer Elite can be. Have fun chasing down all their vehicles and seeing '2 XP+' flying everywhere from your five Armoured Cars and best of luck!

    Replays

    Replay 1: Shows very good use of the strategy against a high level allied team. Recommended especially because of the T17 rush and 11 minute Kangaroo Carrier as well as Ranger spam.

    http://www.gamereplays.org/companyof...litzkrieg&st=4

    3 Not allowed! Not allowed!

  2. #2
    Avatar de crazzyk
    Data de Registro
    Set/2009
    Localização
    brasilia
    Mensagens
    300
    Valeu/SFA
    Recebidos: 57/11
    Dados: 96/19
    caraio q strat mais loca...=D vo testa-la
    vlw soca
    =D

    pra mim a PE é a melhor facçao do jogo apesar de eu nao jogar mt com ela é a que eu mais gosto

    0 Not allowed! Not allowed!

  3. #3
    Avatar de Alcoolatra
    Data de Registro
    Jan/2009
    Localização
    Brasil
    Mensagens
    1.390
    Valeu/SFA
    Recebidos: 1.194/78
    Dados: 1.148/161
    Citação Mensagem Original de SuperSoca Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    Me parece que o 2v2 está em alta no momento pela quantidade de estratégias direcionadas para o 2v2. Realmente o 2v2 AT é o melhor mode.
    Sempre gostei mais do x2 que x1, jogar sozinho me parece meio triste

    Mas como aqui no fórum virou mania, e como dizem que x2 é pra noob nem comento mais nada... só no aguardo de algum dia sair um champs x2 aqui.

    1 Not allowed! Not allowed!

  4. #4
    Avatar de gilber27
    Data de Registro
    Set/2008
    Localização
    Belo Horizonte
    Mensagens
    2.105
    Valeu/SFA
    Recebidos: 432/368
    Dados: 71/45
    nao de tempo do inimigo responder!


    blitzkrieg!

    0 Not allowed! Not allowed!



    those who died are justified by wearing the badges , they are the chosen whites

  5. #5
    Avatar de Sgtyoda
    Data de Registro
    Out/2009
    Localização
    Brasilia-DF
    Mensagens
    2.974
    Valeu/SFA
    Recebidos: 2.195/1.022
    Dados: 1.908/745
    quem quiser testar e tiver noçao de como jogar de PE , me add no xfire : Sgtyoda

    0 Not allowed! Not allowed!

  6. #6
    Haha! We have the Zeal! Avatar de SuperSoca
    Data de Registro
    Jun/2004
    Localização
    Santa Maria - RS
    Mensagens
    5.399
    Valeu/SFA
    Recebidos: 2.883/114
    Dados: 6.186/535

    Flecha

    Citação Mensagem Original de Alcoolatra Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    Sempre gostei mais do x2 que x1, jogar sozinho me parece meio triste

    Mas como aqui no fórum virou mania, e como dizem que x2 é pra noob nem comento mais nada... só no aguardo de algum dia sair um champs x2 aqui.
    x2 random é mais noob. Mas não é que é pra noob, e simplesmente é mais fácil de passar de ranking.

    Porém o x2 AT é o mode mais foda, mais dificil de todos, incluindo o 1v1!

    -1 Not allowed! Not allowed!

  7. #7
    Avatar de Sgtyoda
    Data de Registro
    Out/2009
    Localização
    Brasilia-DF
    Mensagens
    2.974
    Valeu/SFA
    Recebidos: 2.195/1.022
    Dados: 1.908/745
    nunca 2v2 at é mais foda que 1x1
    de certa forma é mais dificil quando nao se tem um TS pra ajudar, mais no geral 1x1 qualquer merdinha que voce fizer já era , 2x2 tem um mate pra consertar

    0 Not allowed! Not allowed!

  8. #8
    Haha! We have the Zeal! Avatar de SuperSoca
    Data de Registro
    Jun/2004
    Localização
    Santa Maria - RS
    Mensagens
    5.399
    Valeu/SFA
    Recebidos: 2.883/114
    Dados: 6.186/535
    Citação Mensagem Original de Sgtyoda Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    nunca 2v2 at é mais foda que 1x1
    de certa forma é mais dificil quando nao se tem um TS pra ajudar, mais no geral 1x1 qualquer merdinha que voce fizer já era , 2x2 tem um mate pra consertar
    Isso é porque tu nunca jogou contra um team AT bom.

    Um time AT de alto nível e com bom entrosamento vai bloquear qualquer tentativa do outro time ganhar espaço, é muito mais força atacando ou defendendo nos locais que é necessário, e no 1v1 isso é dificil acontecer.

    Um time bom não vai deixar furo para o outro time explorar. Se a coordenação for bem feita não vai haver furos. Nesse momento vai se tornar MUITO mais foda qualquer tentativa de virada que poderia haver num 1v1.

    Um time de 2v2 AT requer muito mais treino para aperfeiçoar-se do que um jogador de 1v1, simplesmente porque a natureza do 2v2 já pressopõe um (no mínimo) fator a mais para se preocupar na hora do treino: entrosamento.

    0 Not allowed! Not allowed!

  9. #9
    Avatar de mostwanted
    Data de Registro
    Jan/2009
    Localização
    sp
    Mensagens
    329
    Valeu/SFA
    Recebidos: 161/55
    Dados: 74/30
    Citação Mensagem Original de SuperSoca Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    Isso é porque tu nunca jogou contra um team AT bom.
    Num tem mais dificil ou menos, eh diferente, tem a questao do rank, isso pelo numero de jogadores, tipo de players que se submetem a esse tipo, etc, mas nao vou entrar nesse merito, soh vim pra dizer q filhao(yoda) ja jogo com dupla foda, e infelizmente eu era o parceiro do filhao.....kkkk


    falta 8 pra comeca meu sfa spam.......

    -1 Not allowed! Not allowed!

  10. #10
    Guardião do forum aka The keeper Avatar de Showtaro
    Data de Registro
    Abr/2009
    Localização
    Maringá
    Mensagens
    5.403
    Valeu/SFA
    Recebidos: 4.675/138
    Dados: 14.510/353
    Citação Mensagem Original de Sgtyoda Ver Mensagem
    Esta resposta está oculta porque você está ignorando este membro. Exibir Citação
    nunca 2v2 at é mais foda que 1x1
    de certa forma é mais dificil quando nao se tem um TS pra ajudar, mais no geral 1x1 qualquer merdinha que voce fizer já era , 2x2 tem um mate pra consertar
    Ah não!? yoda vc tá com a memória curta... uahuahauha
    Primeiro 2v2 AT que a gente foi tirar caímos com a Team Fruit, equipe ganhadora do ultimo torneio 2v2 que teve do GR (raibowsix007 e o outro maluco lá), não deu nem chance, os caras micravam ao mesmo tempo, sozinhos eles não eram lá grande coisa mas os dois conseguiam se juntar e jogar muito bem, tá doido

    O jogo durou uns 12 minutos, ainda mais que o yoda tava de PE...

    -1 Not allowed! Not allowed!
    Steam: [ZT] Showtaro


Informação do Tópico

Usuários Navegando pelo Tópico

Existe(m) atualmente 1 usuário(s) navegando pelo tópico. (0 membro(s) e 1 visitante(s))

Regras de Postagem

  • Você não pode postar novos tópicos
  • Você não pode responder mensagens
  • Você não pode postar anexos
  • Você não pode editar suas mensagens
  •  
  • Código BB está Funcionando
  • Smilies estão Funcionando
  • Código [IMG] está Funcionando
  • Código [VIDEO] está Funcionando
  • O código HTML está Desativado