Wrecked Train - Sepha's Wrecked Train InformationĪnother map where British players seem to find some trouble on, especially versus a PE player who can tech fast. I like to build two Sapper squads on this map just for this reason. Once your Sappers are out (and when not over-repairing something) then have them place mines on roads, etc. In the West (south), you can build a mortar pit right off the river that can reach as far as the tips of the church, but on the East (north), it is very hard to get a mortar pit that can reach and MG in the house that covers the road.įinally as with any game on Semois, land mines are your friend. The difference between starting on the West (south) versus the East (north), is that I believe that defending the East (or north) is harder specifically because an early MG in the house (that overlooks the road) can take longer to get out. In addition to speed of teching, putting your ACT near your original base location makes it easier to defend. As for your ACT, this is where I tend to differ from what Sepha recommends simply because if the goal is to out tech your opponent on this map (like a Cromwell at the 10 minute mark) then you should put your ACT in your original base location (so you don't have to wait for it to travel to the +16). Your FST can be placed right outside it base, a great location. ( Blue = Recon Tommy, Green = LT, Yellow = Tommy) Also always be looking for your opportunity to cut off your opponent from their +10 fuel outside their base. You next unit can be either another Tommy or Bren Carrier (see T1 section in this guide for more advice on that choice). As soon as your HQ trucks parks on the +10 fuel, build another Tommy and send your LT back to the HQ area after its done capping the munition point (so it can apply speed bonus to Tommy). Have your Recon Tommy proceed to capture the +10 munitions (traveling along the same path it was sent on) and have the LT capture the +10 munitions off to the side of the base. Your ideal build/capture order for this map is to order your Recon Tommy to cap the +10 fuel, build an LT and "pick up truck" (click icon right after LT). You can place the truck so that it is still covered by your base Vickers nest. The key to Semois it to put your HQ on the +10 fuel right outside your starting location. In addition your initial build/capture order can be replicated from either side. However, it is also a map that provides the fastest teching to T3 for Brit players. This map gets mixed emotions from Brit players due to the number of sectors and size of the map. Some players (although none that I analyzed) even keep their HQ in its starting location on this map although plausible because the map is small, this is something that I don't recommend. If you have trouble with the +16 location, then you have other options for your HQ, like the +10 munitions just outside your base area. If you are successful though, it will be a nightmare for a Wehrmacht player. An early mortar pit can be really helpful on this map especially against Wehrmacht, your challenge will be finding the time to get it up. Starting in the South entices you to capture the +16 quickly and place your HQ there, however, a lot of players often find that an early MG in the house on that +16 creates a pin and can be hard to get out of. Although there are many options on Langres based on your preference and playstyle, at minimal you need to secure at least +10 munitions and a +10 fuel asap. Out of all the maps, I see the most diverse capping order being executed on Langres, that is, I out of all the replays I watch, I see a lot of variation of capping order from Brit players. Although this map lends favorable to the British (due to close proximity of resources and VPs), it can also be a challenge to Brit players as early pins can be had on this map as well.Īs you will see in Section 2.1 T1 Analysis/build order section later in this guide, I recommend that for players who struggle with pins that they get three units out before moving their HQ on this map.
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