Something I did in the last one but kind of forgot toward the end of this, wanted to be wary of run-time over an hour. I'll definitely make sure to touch on this more in future breakdowns!
Really enjoying these videos so far! I did miss the caster view at the start though, which you had in the other videos. I wanted to keep a better track of Rei's build order at the start though to better understand the timings and everything going on.
very informational video, enjoyed it much, happy to hear that there will be more. as of the ideas for videos, maybe one or two about general tips in a cheat mode. tips like: attack and defence tactics and basics, when to attack, how to defend, team weapons and combined arms principles, vehicle plays, infantry + team weapons formations perhaps, how to execute good pushes or at least if there are any "by the book" principles or rules of thumb that you know of. you do provide a lot of information, that's not me saying that you don't
Great ideas! Will require some more production time but something I can think about dropping on a more irregular basis. Compilations of some "best practices" could help people a lot.
great vid surprised Rei went BP here, though losing the double ATGs was a massive blow and he was bleeding out at this point. Not enough MP income to maintain his army on top of re-building new units.
I wish you did more Wehr videos. Really like how you explain small details. I have one little question. What are the times where you choose the 8rad over the stug? Stug has more durability, comes with an infantry unit above the current tier if you go that tree first. I feel like by the time 8rad comes into the field (4 points), it's already very close to the end of light vehicle play.
Honestly I don't get a ton of Wehr games because I play random and Wehr elo is high. I'll dig one up for you though and share soon. I rarely choose the 8rad over the Stug nowadays, the only exception generally is if I'm fighting multiple humbers, but the Stoss/Stug scale much better. The nice thing about the 8rad is the vet1 ability you can use if you're building Wespe's or Marders, or plant it behind your Pak guns.
Great game. Couple of questions though. I see a lot of players putting the stug D into vet 1 mode during engagements, but this mode says it halves the fire rate in exchange for extra range. In this video you mention extra accuracy but it doesn't say that in the description. Seems if you don't need thr range it's better to turn it off. Also, do you always pick spotting scopes over vehicle repair? Seems another good way to reduce micro and save manpower if you are going PG company would be to have a 251 just chill with your panthers. So no bleed on your pios trying to repair tanks under fire and you can also cheaply steal/ reinforce team weapons. Also, I know the on field reinforce is slow, but even just 1 extra stoss model during a fight can easily swing an engagement against Tommies. The HT also has better mines than pios and can solo any non-AT infantry squad. Just something I'm curious since you are so high level.
Hey! Great question. So, you’re correct about the vet1 mode, I misremembered the description of the ability based on an older version of it. Generally it’s good to use when you’re positioning behind a structure and firing over, or firing at units from a longer range like team weapons or units in cover. As for spotting scopes vs 251, it comes down to whether or not you have built / have kept alive your 251 up to that point. If you still have it, by all means I would take the halftrack repairs. If you go 251, generally you will be delaying your Stug D, but it can be a great compliment to your forces. It kind of depends on what kind of vehicle you’re expecting from your opponent. The 251 is susceptible to most allied light vehicles before vet1, and losing it can set you back quite a bit. All in all it’s a solid option, but can be risky if you’re up against an opponent’s LV. It also depends on the map. Faymonville is a great map because of all the shot and sight blockers you can hide behind and fire over, whereas more open maps it might be more dangerous to use the 251 (like Tunis or Twin Beaches).
Hey Havoc, these series are really really good! Very informative and extremely revealing of the inner workings of COH3. Great job, man! Keep it up!!
Sweet, another one. Thanks for these
More to come!
Good video, just a suggestion if you could also comment on your opponents build and what they could have done better briefly at the end of the video!
Something I did in the last one but kind of forgot toward the end of this, wanted to be wary of run-time over an hour. I'll definitely make sure to touch on this more in future breakdowns!
Really enjoying these videos so far! I did miss the caster view at the start though, which you had in the other videos. I wanted to keep a better track of Rei's build order at the start though to better understand the timings and everything going on.
For sure! It was actually a mistake that I started without it now that you mention it. It'll be standard for future videos!
very informational video, enjoyed it much, happy to hear that there will be more.
as of the ideas for videos, maybe one or two about general tips in a cheat mode. tips like: attack and defence tactics and basics, when to attack, how to defend, team weapons and combined arms principles, vehicle plays, infantry + team weapons formations perhaps, how to execute good pushes or at least if there are any "by the book" principles or rules of thumb that you know of. you do provide a lot of information, that's not me saying that you don't
Great ideas! Will require some more production time but something I can think about dropping on a more irregular basis. Compilations of some "best practices" could help people a lot.
@@WreakingAllHavocexactly, thanks nerd
Thanks for your great work!
I didn’t know that we gain manpower from the medics from the bunker that collect Modells.
Great format pls more of that
Havoc: I'm going to do this, then flank from there, try to split his force and attack from 2 fronts. Opponent: KOWABUNGA OOGA-BOOGA TIME IT IS.
great vid
surprised Rei went BP here, though losing the double ATGs was a massive blow and he was bleeding out at this point. Not enough MP income to maintain his army on top of re-building new units.
Imagine Havoc & Tightrope co-casting!! ❤
Thanks
nice !
Huuuuuuuuge, thanks for the upload
W videos, thanks man
Hey havoc, good video, i tried to join the discord but it says link invalid?
Just updated the discord link here! Apologies I forgot to make it a "forever" link.
discord.gg/ETC75ajYwJ
I wish you did more Wehr videos. Really like how you explain small details. I have one little question. What are the times where you choose the 8rad over the stug? Stug has more durability, comes with an infantry unit above the current tier if you go that tree first. I feel like by the time 8rad comes into the field (4 points), it's already very close to the end of light vehicle play.
Honestly I don't get a ton of Wehr games because I play random and Wehr elo is high. I'll dig one up for you though and share soon.
I rarely choose the 8rad over the Stug nowadays, the only exception generally is if I'm fighting multiple humbers, but the Stoss/Stug scale much better. The nice thing about the 8rad is the vet1 ability you can use if you're building Wespe's or Marders, or plant it behind your Pak guns.
@@WreakingAllHavoc That would be great, thank you!
Great game. Couple of questions though. I see a lot of players putting the stug D into vet 1 mode during engagements, but this mode says it halves the fire rate in exchange for extra range. In this video you mention extra accuracy but it doesn't say that in the description. Seems if you don't need thr range it's better to turn it off.
Also, do you always pick spotting scopes over vehicle repair? Seems another good way to reduce micro and save manpower if you are going PG company would be to have a 251 just chill with your panthers. So no bleed on your pios trying to repair tanks under fire and you can also cheaply steal/ reinforce team weapons. Also, I know the on field reinforce is slow, but even just 1 extra stoss model during a fight can easily swing an engagement against Tommies. The HT also has better mines than pios and can solo any non-AT infantry squad.
Just something I'm curious since you are so high level.
Hey!
Great question. So, you’re correct about the vet1 mode, I misremembered the description of the ability based on an older version of it. Generally it’s good to use when you’re positioning behind a structure and firing over, or firing at units from a longer range like team weapons or units in cover.
As for spotting scopes vs 251, it comes down to whether or not you have built / have kept alive your 251 up to that point. If you still have it, by all means I would take the halftrack repairs.
If you go 251, generally you will be delaying your Stug D, but it can be a great compliment to your forces. It kind of depends on what kind of vehicle you’re expecting from your opponent. The 251 is susceptible to most allied light vehicles before vet1, and losing it can set you back quite a bit.
All in all it’s a solid option, but can be risky if you’re up against an opponent’s LV. It also depends on the map. Faymonville is a great map because of all the shot and sight blockers you can hide behind and fire over, whereas more open maps it might be more dangerous to use the 251 (like Tunis or Twin Beaches).
@WreakingAllHavoc Thanks for the great answer!
Would be nice, if you could fix your mic for future videos.
The Stug is extrem op
Way to early, tiger armor BS unit
Way to cheap to