For the first battle I do believe you made the right call. Although that barn was a bit forward and exposed it was an ideal spot to initiate contact. With your flanks well protected by the dominant ground backed up by your armored assets. Unfortunately it did cost a bit of casualties but not in vain your Men made short work of the German spearhead. In short your a good tactician my guy it's been a pleasure watching your work these past few months thankyou
10:54 You let the A.I. divide your superior force and start picking apart your forces So thinking you were too passive with your T 34s while your At was enaged. :) But hey twas only 2 At - guns,a flamethrower(21 pts) and a T 34 Those two T 34s south of the Shed should've moved straight up that hill,while the other two came around the Shed from the north. (Also your infantry units were on defend < makes 'em a bit easier to spot)
I wanted to have the infantry on ambush, but I was worried they would need to open up. I should have still allowed the battle to develop before having everyone standing and ready to be seen. So you think up and over the hill vs around or waiting. I tried to keep the north pair a little away from the buildings at first, do you think I should have just driven them into the fight to knock out the StuG and Mk IV quicker?
Combat Engineers can take out the Tiger I. Sneak.....not Fast Move 'em And get the lucky flamethrower hit Or use a flamethrow unit (single man High Risk but better stealth) And even using tanks or infantry, always try to come at the target from multiple directions. Not engage but to make the A.I. spin around trying to decide what's coming from where. Meanwhile your kill team sneaks on up.
Is it worth it to sit more towards the rear with some infantry mid-map on hide, hoping they will close the distance and I can wait for them to come to my ambush, or will they still pretty much avoid the push?
Your light infantry squads only follow ... the light infantry squad upgrade lines. Your rifle squads won't see their next real upgrade til 1943 w Op#10 After they've taken damage,you can refit units into Guards(if you've unlocked Guards) You do not gain any extra xp/morale, but you do,if there is one, gain the new ToE (Guards Airborne,Guards and Reg units often have the same ToE) Gds Air,Gds, and Reg Combat Engineers all have the same ToE and do not have a further upgrade.The flamethrower(support) unit will upgrade to Combat Engineers
That last battle was perfect for tank ambush with your infantry. Nearly all the infantry can take out a tank. The engineers I would've used to get the Tiger with the flamethrower. It was a bit of a bloodbath as you were way too close to the front. I would've defended more from the middle so you can isolate their infantry and tanks and take them out without too much suppression fire. Tanks aren't great for built up areas like that. Infantry is king on those maps. I would recommend you don't defend right next to a victory location as the AI always piles units nearby so unless you do want a slugfest, defend a little distance from them. You can always take them back once you control the surrounding area. Obviously it's easy for us to fight the battle from hindsight so I think you did ok considering you were unlucky with AI placement on both maps. Great video though.
Thank you, thank you. I wanted those 4 story buildings because they cut me down here, but I could have held the mid map area like you suggested and waited for the terms to be more favorable. Live and learn, and now I need to figure it out for the next go!
@@reallyidrathernot.134 they need to be very close. If a tank is 30m or less then all the infantry carry some AT weapon and if it lands can kill any tank. Best from ambush.
Really hope that you took previous comments to heart now that your game decided to field Tigers... For all the sometimes now your T 34s are on anti-infantry duty and peek a boo vs panzers. Keep 'em away from Tiger Is ,unless you can pull a cheeky flank/rear shot. You've decided to go with the T 34 line .. Really suggest you stay away from the T 34m43(you will not a able to upgrade those till Op#14) Upgrade your T 34s to the KV 1S NOW (as soon as possible) as after Op#10 your stuck with T 34s til Op#14. A KV 1S can kill StuG IIIGs & StuH42s from the front. (T 34m41 has issues vs those) But save points for the SUs..... 'Cause at this point, come Ops #7,8 and 9, hoping you are offered at least three SU 122s (four is good). As those should become the backbone of your force for the next three Ops SU 122 cost: Gds/Reg 166/164 pts Then the SU 152 New ones cost: Gds/Reg 194/186 pts So it's much cheaper ot upgrade SU 122s into SU 152s. The SU 122 - And In Particular the SU 152 - do not need direct hits to damage or kill, their rounds have a blast radius... & the 152's is rather large. No real need to scout, just sit back & blast away at suspect positions. The SU 152 & the ISU 152 are great at greating multiple hits & kils with a single shot But ya have To Keep Them Alive Downside as they''ve no Mgs, it's best to have a tank on hand to deal with infantry that's out in the open. Infantry inside a building...is deadmeat, outside wiggling around > use a tank as it's quicker.
Haha, exactly. I was thinking that I'd watch for them as upgrades. I'm living in poverty over here. Alcoholov needs his daily vodka, and everyone else has to make due with what they've got!
Ooh, this one hurt. This is my inexpert opinion - your AT guns were too exposed at long range, it may have been better to site them in covered ambush setups which isn't easy to be hut by mortar fire, and which is a chokepoint that forces armour to pass by the AT field of fire, one at a time, at close range?
1st battle hard call, always have an at gun maybe a tank in/around the south-west buildings plus infantry to protect them if poss, in the north its always going to be ‘close combat’ as they are right there so u have to fight it out, u could pull back but it all depends which way they go as to how u deploy your forces. 2nd battle on the barrage i couldn’t see how far back it went as an option u could deploy back to avoid otherwise its down to luck. u advanced your tanks in the south in front of a tiger so no contest there as u saw its all timing and rear/side shots.
I tried to pet the tiger, and it wasn't having it. I like the idea of using the southwest corner. I should have stashed some to the south and had a team to either engage their rear, or spread out and hopefully not get annihilated at the beginning. I just got too comfortable and cocky trying to stop them before they made it anywhere.
I think this is about where I gave up, or a couple missions after, it just seemed like all you need is one big tank and that's the invincible win condition.
I could see that. The issue is not losing the beast. I think Close Combat II did some things better in that regard, where it's harder to maintain your vehicles, and the requisition felt more dynamic. You could win it without tanks and lose it with them, and here, you can still win without the tanks, but I think they do lower the bar and make it more forgiving.
I think you shouldn't place your troops in the frontline when defending, you should put them back wtih flanking shots and that way they only have to deal with one target moving at a time instead of getting under fire from the entire enemy army as soon as the battle start. Also If possible can I get a T-60? I love that litle tank with an 20mm auto cannon... but I'm prety sure you would try to make me fight a Tiger or a Panther with it insted of being in an anti infantry role.
Yeah, I got greedy when placing them. I kind of thought they would quickly destroy the enemy tanks and then I'd have free reign to drive all over cleaning up. Instead, they gave away their positions and my tanks didn't support them. Bad, all around! I put a T-60 in the list, so I'll work it in for you.
@@RubberDucky087 T60 is a great idea as it's very quick and has great firepower for taking out infantry. I know it's a different game, but when I play Germans on CTA: Gates of Hell Ostfront, I always go for the Flak Pz IV Wirbelwind. It's actually 4 barreled flak gun but it's got 20mm cannons that rip through infantry like they aren't there. T60 will do the same job in CC3. th-cam.com/video/6um32BBl3Vw/w-d-xo.html
@@RubberDucky087 You were contemplating the armoured car... the T-60 is a little tougher and almost as mobile (much more mobile in the rubble of the factories), and with the 20mm you might be spared the temptation to use it against tanks. Keep it near infantry for fire support vs other infantry or enemy "AT scout car" (half tracks). It can also hunt mortars and other enemy rear area elements. Just keep it moving and at long range when the enemy is around. Other things: the barrage is essentially a random unit remover on this map. You can deploy well back but really you have to suck up whatever it kills. Never order T-34s against a Tiger from range: Mr Tiger had every advantage in that battle. But you know that now. In fact the only remedy to Tigers is to ambush from difficult angles or flame them from very close range. (T-34 flame time? I just know you're going to love your first flame kill). Once you have bigger guns you can deal with Tigers, but that is a long time away. Until you get T-34-85s and large assault guns, they have the upper hand with firepower. You are keen to take the enemy under fire as early as possible in every battle: opening fire at maximum range, and trying to hit him on the left side of the map. It makes for shorter videos but it will mean a slugfest. In the factory battles coming up, the key is to keep your forces hidden but concentrated, so units to not have to fight in isolation. Kill their scouts without revealing too many of your positions. Then make their main forces stumble into ambushes.... just like the real thing. Don't neglect having commanders nearby. AND REMEMBER THE EXPLODING BARRELS! Use them against the enemy, detonate them with a mortar or infantry gun (the factories are a good place to trade an AT gun for an infantry gun. Don't forget they can smoke).
Haha, thank you for the reminder of the barrels! I both remember them, and forgot to watch for them as we progress. I may try taking a slower fight and waiting for the tanks to roll up. I can always edit out the several minutes of early waiting. I really took a beating, so I feel like the struggle is on for the rest of the operation. If the pieces fall right, and I take a mini-vehicle, I'll look at that T-60!
Oh yeah, most off-map artillery barrages you'll encounter cover the same area as this map. (see my other comment about where they'll happen) ((first map of Op# 10 has this very same barrage placement)) ....I warned ya about Tiger Is :) SUs Ducky, plan for SUs. A KV 1S has slight,not 0 %, chance of getting a APCR round thhrew the front of a Tiger.. if it's real close...and reall lucky ....... and survives to get close and be lucky :) 85mm AA it's big & immobile but cheap - ish has a chance of going head on with a Tiger.. But it'll do nothing to the Fedri' the game will start fielding come Op#10. (my games,the A.I. luvs to spam Tiger Is, til it can spam Ferdinands/Elefants) (( ever face off vs 4 Ferdi' ? I have :) > SU 152 is a beast)
I'm terrified. My Tigers felt invulnerable, and now I have to fight them! Believe me, I want SUs. I want to preserve my forces and see who can rank up and survive, but I fear I need to restructure a lot of my units now that they have gained a significant advantage!
You are at a serious disadvantage vs the Tiger I (you've no KV 1S for even the slight chance of a hit) You are waiting on the SU 122 and the SU 52(then ISU 152) til then keep you T 34s & KVs on anti-infantry duty and cheeky peek a boo rear/flank shots on AFVs. 31:16 ish Either accept a truce or hide fro mthe Tiger and get the W by killing the remaining few infantry. As You have the wrong idea about the A.I, it's units due not carry over battle to battle nor Op to Op. At the start of of every battle, the A.I buys new units Unit availability & it's point allowance + RNG = what decides the A.I. force for a given battle. The A.I. tries to fill ten slots: 1 command slot (always one) 3 to 4 infantry slots (always at least three) 1 to 4 support slots (always at least one) 0 to 5 armor slots. (dependant on availability) A.I. buys the pricest armor it can, if there's 4 Kingtigers available it'll buy 4 Kingtigers. If buying a Kingtiger means the other tanks are crap.. so be it. (rarely seen the A.I. buy a Kingtiger or JS III) That' why you still see the A.I. field 38(t)s... 'cause it blew it's daily wad on something expensive. Seriously you can not drain the A.I. of units < RNG,Unit availability and points decide for the A.I. I'll destroy 3 to 4 Tiger Is per battle, for five days in a row. (Operation #9) or if I've saved scummed,the A.I. won't field Tigers enmasse.
Uh oh. So, despite thinking that they will only have 1 tiger plus whatever points they have, they'll really have an all new force based on what they get for the rematch?
@@RubberDucky087 sadly, yes. The game wouldn't be even a slight challenge otherwise. Too easy to kill all their units when they have no resupply so the next battle(s) would be a walkover.
🤘🏻😬🤘🏻
👍✌️🙌
26:24 I'm glad that sniper is finally no more. He was much like anchor in desert for Your roster XD
For the first battle I do believe you made the right call. Although that barn was a bit forward and exposed it was an ideal spot to initiate contact. With your flanks well protected by the dominant ground backed up by your armored assets. Unfortunately it did cost a bit of casualties but not in vain your Men made short work of the German spearhead. In short your a good tactician my guy it's been a pleasure watching your work these past few months thankyou
Thanks so much! I'm glad you've been enjoying it!
10:54
You let the A.I. divide your superior force and start picking apart your forces
So thinking you were too passive with your T 34s while your At was enaged.
:) But hey twas only 2 At - guns,a flamethrower(21 pts) and a T 34
Those two T 34s south of the Shed should've moved straight up that hill,while the other two came around the Shed from the north.
(Also your infantry units were on defend < makes 'em a bit easier to spot)
I wanted to have the infantry on ambush, but I was worried they would need to open up. I should have still allowed the battle to develop before having everyone standing and ready to be seen. So you think up and over the hill vs around or waiting. I tried to keep the north pair a little away from the buildings at first, do you think I should have just driven them into the fight to knock out the StuG and Mk IV quicker?
That Tiger will be tough moving forward. Especially with your now depleted force. Good luck comrade!
Thank you, Tovarish. We will prevail!
@@RubberDucky087 For the Motherland!
Combat Engineers can take out the Tiger I.
Sneak.....not Fast Move 'em
And get the lucky flamethrower hit
Or use a flamethrow unit (single man High Risk but better stealth)
And even using tanks or infantry, always try to come at the target from multiple directions.
Not engage but to make the A.I. spin around trying to decide what's coming from where.
Meanwhile your kill team sneaks on up.
Is it worth it to sit more towards the rear with some infantry mid-map on hide, hoping they will close the distance and I can wait for them to come to my ambush, or will they still pretty much avoid the push?
Your light infantry squads only follow ... the light infantry squad upgrade lines.
Your rifle squads won't see their next real upgrade til 1943 w Op#10
After they've taken damage,you can refit units into Guards(if you've unlocked Guards)
You do not gain any extra xp/morale, but you do,if there is one, gain the new ToE
(Guards Airborne,Guards and Reg units often have the same ToE)
Gds Air,Gds, and Reg Combat Engineers all have the same ToE and do not have a further upgrade.The flamethrower(support) unit will upgrade to Combat Engineers
Thanks! 👍
That last battle was perfect for tank ambush with your infantry.
Nearly all the infantry can take out a tank. The engineers I would've used to get the Tiger with the flamethrower.
It was a bit of a bloodbath as you were way too close to the front. I would've defended more from the middle so you can isolate their infantry and tanks and take them out without too much suppression fire.
Tanks aren't great for built up areas like that. Infantry is king on those maps.
I would recommend you don't defend right next to a victory location as the AI always piles units nearby so unless you do want a slugfest, defend a little distance from them. You can always take them back once you control the surrounding area.
Obviously it's easy for us to fight the battle from hindsight so I think you did ok considering you were unlucky with AI placement on both maps.
Great video though.
Thank you, thank you. I wanted those 4 story buildings because they cut me down here, but I could have held the mid map area like you suggested and waited for the terms to be more favorable. Live and learn, and now I need to figure it out for the next go!
"Nearly all the infantry can take out a tank." That's not my experience playing this game at all. How do you mean?
@@reallyidrathernot.134 they need to be very close. If a tank is 30m or less then all the infantry carry some AT weapon and if it lands can kill any tank. Best from ambush.
Really hope that you took previous comments to heart now that your game decided to field Tigers...
For all the sometimes now your T 34s are on anti-infantry duty and peek a boo vs panzers.
Keep 'em away from Tiger Is ,unless you can pull a cheeky flank/rear shot.
You've decided to go with the T 34 line .. Really suggest you stay away from the T 34m43(you will not a able to upgrade those till Op#14)
Upgrade your T 34s to the KV 1S NOW (as soon as possible) as after Op#10 your stuck with T 34s til Op#14.
A KV 1S can kill StuG IIIGs & StuH42s from the front.
(T 34m41 has issues vs those)
But save points for the SUs.....
'Cause at this point, come Ops #7,8 and 9, hoping you are offered at least three SU 122s (four is good). As those should become the backbone of your force for the next three Ops
SU 122 cost:
Gds/Reg
166/164 pts
Then the SU 152
New ones cost:
Gds/Reg
194/186 pts
So it's much cheaper ot upgrade SU 122s into SU 152s.
The SU 122 - And In Particular the SU 152 - do not need direct hits to damage or kill, their rounds have a blast radius... & the 152's is rather large.
No real need to scout, just sit back & blast away at suspect positions.
The SU 152 & the ISU 152 are great at greating multiple hits & kils with a single shot
But ya have To Keep Them Alive
Downside as they''ve no Mgs, it's best to have a tank on hand to deal with infantry that's out in the open.
Infantry inside a building...is deadmeat, outside wiggling around > use a tank as it's quicker.
Thanks! Is it worth it to retire a unit or two in order to get combat engineers to deal with the tiger? I'll start watching for KVI!
@@RubberDucky087 KV's are already on the roster under regular armour. You'd have to retire all four tanks to get one though.
Haha, exactly. I was thinking that I'd watch for them as upgrades. I'm living in poverty over here. Alcoholov needs his daily vodka, and everyone else has to make due with what they've got!
Ooh, this one hurt.
This is my inexpert opinion - your AT guns were too exposed at long range, it may have been better to site them in covered ambush setups which isn't easy to be hut by mortar fire, and which is a chokepoint that forces armour to pass by the AT field of fire, one at a time, at close range?
You're right. They're too weak to be that exposed. Once the tanks knew where they were, it was going to be a bad day.
1st battle hard call, always have an at gun maybe a tank in/around the south-west buildings plus infantry to protect them if poss, in the north its always going to be ‘close combat’ as they are right there so u have to fight it out, u could pull back but it all depends which way they go as to how u deploy your forces. 2nd battle on the barrage i couldn’t see how far back it went as an option u could deploy back to avoid otherwise its down to luck. u advanced your tanks in the south in front of a tiger so no contest there as u saw its all timing and rear/side shots.
I tried to pet the tiger, and it wasn't having it. I like the idea of using the southwest corner. I should have stashed some to the south and had a team to either engage their rear, or spread out and hopefully not get annihilated at the beginning. I just got too comfortable and cocky trying to stop them before they made it anywhere.
I think this is about where I gave up, or a couple missions after, it just seemed like all you need is one big tank and that's the invincible win condition.
I could see that. The issue is not losing the beast. I think Close Combat II did some things better in that regard, where it's harder to maintain your vehicles, and the requisition felt more dynamic. You could win it without tanks and lose it with them, and here, you can still win without the tanks, but I think they do lower the bar and make it more forgiving.
I think you shouldn't place your troops in the frontline when defending, you should put them back wtih flanking shots and that way they only have to deal with one target moving at a time instead of getting under fire from the entire enemy army as soon as the battle start.
Also If possible can I get a T-60? I love that litle tank with an 20mm auto cannon... but I'm prety sure you would try to make me fight a Tiger or a Panther with it insted of being in an anti infantry role.
Yeah, I got greedy when placing them. I kind of thought they would quickly destroy the enemy tanks and then I'd have free reign to drive all over cleaning up. Instead, they gave away their positions and my tanks didn't support them. Bad, all around! I put a T-60 in the list, so I'll work it in for you.
@@RubberDucky087 T60 is a great idea as it's very quick and has great firepower for taking out infantry.
I know it's a different game, but when I play Germans on CTA: Gates of Hell Ostfront, I always go for the Flak Pz IV Wirbelwind. It's actually 4 barreled flak gun but it's got 20mm cannons that rip through infantry like they aren't there. T60 will do the same job in CC3.
th-cam.com/video/6um32BBl3Vw/w-d-xo.html
@@RubberDucky087 You were contemplating the armoured car... the T-60 is a little tougher and almost as mobile (much more mobile in the rubble of the factories), and with the 20mm you might be spared the temptation to use it against tanks. Keep it near infantry for fire support vs other infantry or enemy "AT scout car" (half tracks). It can also hunt mortars and other enemy rear area elements. Just keep it moving and at long range when the enemy is around.
Other things: the barrage is essentially a random unit remover on this map. You can deploy well back but really you have to suck up whatever it kills.
Never order T-34s against a Tiger from range: Mr Tiger had every advantage in that battle. But you know that now. In fact the only remedy to Tigers is to ambush from difficult angles or flame them from very close range. (T-34 flame time? I just know you're going to love your first flame kill). Once you have bigger guns you can deal with Tigers, but that is a long time away. Until you get T-34-85s and large assault guns, they have the upper hand with firepower.
You are keen to take the enemy under fire as early as possible in every battle: opening fire at maximum range, and trying to hit him on the left side of the map. It makes for shorter videos but it will mean a slugfest.
In the factory battles coming up, the key is to keep your forces hidden but concentrated, so units to not have to fight in isolation. Kill their scouts without revealing too many of your positions. Then make their main forces stumble into ambushes.... just like the real thing. Don't neglect having commanders nearby.
AND REMEMBER THE EXPLODING BARRELS! Use them against the enemy, detonate them with a mortar or infantry gun (the factories are a good place to trade an AT gun for an infantry gun. Don't forget they can smoke).
Haha, thank you for the reminder of the barrels! I both remember them, and forgot to watch for them as we progress. I may try taking a slower fight and waiting for the tanks to roll up. I can always edit out the several minutes of early waiting. I really took a beating, so I feel like the struggle is on for the rest of the operation. If the pieces fall right, and I take a mini-vehicle, I'll look at that T-60!
Does the multiplayer work over Hamachi/Gameranger these days? It would be great to see you take on a human mind.
I have no idea! It would kind of fun to get some multiplayer time in. I'll do some searching and see what's up!
Noooo :D It is alright.. Such is war :D I am looking forwards to coming back to revenge my self :D
Haha, Doc was a fine, brave lad, but now he must rest until the requisition gods see fit to resurrect him. 😆
Oh yeah, most off-map artillery barrages you'll encounter cover the same area as this map.
(see my other comment about where they'll happen)
((first map of Op# 10 has this very same barrage placement))
....I warned ya about Tiger Is :)
SUs Ducky, plan for SUs.
A KV 1S has slight,not 0 %, chance of getting a APCR round thhrew the front of a Tiger.. if it's real close...and reall lucky ....... and survives to get close and be lucky :)
85mm AA it's big & immobile but cheap - ish has a chance of going head on with a Tiger..
But it'll do nothing to the Fedri' the game will start fielding come Op#10.
(my games,the A.I. luvs to spam Tiger Is, til it can spam Ferdinands/Elefants)
(( ever face off vs 4 Ferdi' ? I have :) > SU 152 is a beast)
I'm terrified. My Tigers felt invulnerable, and now I have to fight them! Believe me, I want SUs. I want to preserve my forces and see who can rank up and survive, but I fear I need to restructure a lot of my units now that they have gained a significant advantage!
You are at a serious disadvantage vs the Tiger I (you've no KV 1S for even the slight chance of a hit)
You are waiting on the SU 122 and the SU 52(then ISU 152) til then keep you T 34s & KVs on anti-infantry duty and cheeky peek a boo rear/flank shots on AFVs.
31:16 ish
Either accept a truce or hide fro mthe Tiger and get the W by killing the remaining few infantry.
As You have the wrong idea about the A.I, it's units due not carry over battle to battle nor Op to Op.
At the start of of every battle, the A.I buys new units
Unit availability & it's point allowance + RNG = what decides the A.I. force for a given battle.
The A.I. tries to fill ten slots:
1 command slot (always one)
3 to 4 infantry slots (always at least three)
1 to 4 support slots (always at least one)
0 to 5 armor slots. (dependant on availability)
A.I. buys the pricest armor it can, if there's 4 Kingtigers available it'll buy 4 Kingtigers.
If buying a Kingtiger means the other tanks are crap.. so be it.
(rarely seen the A.I. buy a Kingtiger or JS III)
That' why you still see the A.I. field 38(t)s... 'cause it blew it's daily wad on something expensive.
Seriously you can not drain the A.I. of units < RNG,Unit availability and points decide for the A.I.
I'll destroy 3 to 4 Tiger Is per battle, for five days in a row.
(Operation #9)
or if I've saved scummed,the A.I. won't field Tigers enmasse.
Uh oh. So, despite thinking that they will only have 1 tiger plus whatever points they have, they'll really have an all new force based on what they get for the rematch?
@@RubberDucky087 sadly, yes.
The game wouldn't be even a slight challenge otherwise.
Too easy to kill all their units when they have no resupply so the next battle(s) would be a walkover.
@@RubberDucky087
yup