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TheMystic's Axis Defensive Doctrine Engineer Rush

  1. #1
    TheMystic
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    TheMystic's Axis Defensive Doctrine Engineer Rush

    Ladies and Gentlemen, I bring you the latest and greatest CoH strategy since the Allied Demo Rush. I posted a guide with replays here :

    http://www.gamereplays.org/community...owtopic=132218

    Since some of you may not be registered at GameReplays, here is one replay you can download direct from me :

    http://www.invisibledream.com/genera..._vs_ubernl.rec

    Place replays in :

    My Documents\My Games\Company of Heroes BETA\playback




  2. #2
    2biT
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    Defensive is teh sexh.

  3. #3
    Member BlackLabel's Avatar
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    ROFL @ the AT gun...nice suggestions anyway...we only used that in 2vs2 or 3vs3.

  4. #4
    Poster Formerly Known As naradaman's Avatar
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    Woah, I never got the chance to use the defensive bombardment thing, I didn't realise it was that good! I've used the second arty though. It's super effective against infantry, it's won games for me.

    Can you give us the idea behind the rush?
    "So now, less than five years later, you can go up on a steep hill in Las Vegas and look West, and with the right kind of eyes you can almost see the high-water mark — that place where the wave finally broke and rolled back."

  5. #5
    TheMystic
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    Quote Originally Posted by naradaman
    Woah, I never got the chance to use the defensive bombardment thing, I didn't realise it was that good! I've used the second arty though. It's super effective against infantry, it's won games for me.

    Can you give us the idea behind the rush?
    naradaman - it is extremely effective and keep in mind that all the outposts you build do give you experience. You will get up the three points fast even if you are not extremely offensive in fighting. Just make sure to also tech your HQ.

    I wrote a huge guide for the rush if that's what you mean behind the idea of it. Just click the main link. If you're asking what inspired it, I was getting tired of the overpowered riflemen. I was tired of facing them head on with units that can't defeat them even when safely inside a building. So what I did was decide to use my team strategy that I invented back in early July while playing with AndyB - I engineer / pioneer spammed the farthest out and valuable points and secured them with boxes then carried them back. Surprisingly it works in one vs one when you skip the barracks because you have the extra resources that you'd normally spend on the building and the mg or volks or sniper.

    The whole key of this rush is securing the resources you want and need for later bombardment and upgrades as fast as possible. Riflemen are overpowered in my opinion compared to Axis counterparts. Shermans now rip them to shreds as well even if you manage to tech to flakpanzers / ACs / Stugs to counter the spam. What this strategy does is slow down the inevitable early game map control that good allied players always get. They cannot capture when there are boxes on top. So then instead of capturing and moving, they usually attack the box for minutes until they're destroyed and then capture. It buys you time to tech and to pull the resources you need.

    So that is the idea behind it. Stop the damn OP riflemen from getting all the resources and map control. :P

  6. Child's Play Donor  #6
    bones.. yes.. theBlind's Avatar
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    Just got my ass handed by it for its surprise value (I don't normally overwatch my rifles when capping points, so i was soon enough wondering where the bleeep my squads had gone ) and used it myself to much effect (but against an enemy I'd have beaten anyway).

    This gives ample backup to my claim that flamer engineers and pioneers are too good in the anti-infantry role and should blow up more often.

    The strat itself is both funny and strong - nice work!
    EDIT: Ah, forgot - the thing will get beaten pretty hard by an ally that is aware, cuts of your supply lines and camps those critical points your supply lines run through with riflemen. But that takes little from the entertainment value you get from a single airborne squad starting to cap your point - running from the mortars - trying again to cap your point - running again...
    I got munitions incomes as high as +108 so I could keep them coming just fine
    on wings of destiny ............................ (\(\ One Bunny
    through virgin skies ........................... (0.o) to rule them
    to far horizons I will fly ....................... (> <) all!

  7. #7
    TheMystic
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    I made an image of the 280mm Rocket Barrage on a full health Allied Tank Depot :



    Glad you like it theBlind - I recall playing against you while testing this strat.

  8. Child's Play Donor  #8
    bones.. yes.. theBlind's Avatar
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    Yeah, you got a free win there, Mystic - I was trying out how the Rifle/Caliope strat worked when building all allied buildings, so I had a ton of res invested into stuff that didn't even shoot back. Was a nice game, though.

  9. #9
    You are a horrible human being themystic.


  10. #10
    Member Hellraiser's Avatar
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    Has anyone tried this on a map other than semois? It would require some modifications due to different point locations but it could work. Hm... I'll try it on mcgechens in a team game, it looks like a fun strategy to use .

  11. #11
    I think that on any other map this strategy will not work nearly as well. You must remember, the major key of this is the Munitions and map control, and Semois is the only map that is in the current rotation with +16 Munition points while being considerably smaller than McGecheans War or St. Hilare. While it may still work, it will take longer and you have a higher chance of running smack into a riflemen wall.

  12. #12
    ShortyMcNostri
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    On the other hand, it successfully prevents the Allies from gaining map control early on, even when you're not bombarding the points. It's slowing you down, but it's slowing him even more. I think we should see what can be achieved with variations on this.

  13. #13
    FalseMyrmidon
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    If you can get the Listening Posts up on the further points earlier on you get a huge advantage since they're so damned hard to kill with just infantry.

  14. #14
    Member Hellraiser's Avatar
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    I just tried it on one guy in a custom 1v1 game, I made a few mistakes at the begining but most of the time I was dominating and just toying with the guy(hence the 1 VP I didn't recapture). The munitions rating was just crazy! Here's a pic:

    Spoiler


  15. #15
    Hammerstein
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    I tried it 3 times on Semois and it worked really, really well.

    What I noticed is that its important to gather your pioneers together after the initial captures and give em at least 2 flamers. With this you can quell your opponents first infantry rush and gain some valueable xp to advance in the skill tree.

    On other maps this tactic will be less successful, since larger maps give your opponent enough time to figure out what youre trying to pull and come up with a counter.

    I almost managed to pull it off in a 2vs2 on McGechaens and would have been successful if my partner hadnt turtled up in his base.

  16. #16
    Favre
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    I used this strategy somewhat on Hill 331 2v2 Ranked and won narrowly.

    However, my main used were A) Horde the fuck out of my munitions, B) Put OP's on all my mun pointss, and C) Hope the enemy didnt pick armor.

    Luckily, they pi9cked Airborne and we won like 200-0 on a 500 point vic game. I basically just horded muntiions and whenever they tried to cap my vic point i bombbarded them. They also cliustered like 5 AT guns at one point in a vic point and i took 5 AT guns out with a 280 mm rocket barrrage

  17. #17
    Banned TNT's Avatar
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    I commonly use a modified version of this strategy- I usually build a WQ after a few minutes and get machineguns in strategic places- I constantly build OPs (especially on the +16's!) and eventually get mobs of flamethrowers (before I have enough XP for defensive bombardment)... They are devastating. 3 flamethrowers- if one approaches from another direction and the other 2 are sent in waves- can take out almost any MG position, and make short work of solo infantry squads. The XP you get from the kills is great for getting RA fast. Just keep burning and leap frogging your MGs up, and KEEP EXPANDING WITIH ENGINEERS. I cant tell you how critical that is. Even if you cant hold it, you NEED to keep expanding. The resources keep you moving Once you get defensive bombardment + OPs on your ammo points, the points you took in your reckless expansion will suddenly become invincible. It is awesome, even armored cars cant stop it. You can call registered artillery on multiple points at once, devastating entire armies (my favorite is watching 5+ units of ranger spam at different points die in seconds).

    One problem I have run into is the opponent trying to "fag out" in frustration, and rush your base with armored cars, or halftracks full of engineers w/det packs. If they are infantry they usually try to call artillery on your base as well. If you have all three points and he has not shown any signs of heavy armor, I would HIGHLY reccommend switching to the left tree to get "fortify the perimeter". It guards against most engineers, and registered artillery can take care of the greyhounds (usually).

    Last (but very important) note: get stugs fast. Fast fast. That is all.

  18. Child's Play Donor  #18
    bones.. yes.. theBlind's Avatar
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    If they rush your base with engineers - use the RA on your own bulidings

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