Probably my best game ever, 1 more kill than my previous best which was 9 on my VK3601(H) in a match probably over a year ago. One of those games where you are sure that you have lost, and then you manage to claw back up.

Westfield with my Hellcat, I’m hanging back (trying to find a good place to snipe without getting blasted), but things are going badly for us. I’m trying to decide if I should just run in and engage in the city even though that probably means getting killed quickly. But a friendly heavy and I end up tangling with some of their mid-tiers in the hills in the far corner. We win out, but our flank force has completely lost, so I head back to overlook our flag. Flank force peters in toward our base and sits in the buildings exchanging fire with a badly damaged StuG defending our base, and I blast them as they come up one-by-one.

We’ve got a StuG, KV-3 and I all badly dinged up. We’re still heavily outnumbered. They repeatedly go after the KV-3 and ignore me, so I get enough shots on a KV-1 to kill it. I hit and kill a few more incoming (they really needed to come in in a more coordinated fashion – but I’m glad they didn’t).

We end up with the KV-3 probably around 40%, StuG also about 40%, and me probably around 60%, but a Hellcat really is weaksauce on the defense department so 60% health on the Hellcat probably means 2 shots to kill (less against good guns). They’ve got a full strength KV-3 and an M41 artillery. We discuss staying on defense, but decide they aren’t going to come out. So StuG and I poke along the rim of the valley, while the KV-3 advances along the valley floor.

StuG and I run into the KV-3 near the lip overlooking their base. StuG draws fire, while I hit it from the flank. Our StuG dies almost immediately. I dip up and down into a little depression right there on the edge, popping up, shooting, trying to get as far down as possible (although the depression isn’t quite enough to mask my turret), and manage to kill the KV-3.

Finally we go down and hunt around for the artillery and kill it. I ended the game with 1 AP shell left. I usually pack 2 HE shells, and I shot them both at the artillery. Really disappointing results, I think one missed and the other only took about 20% of its health.

There’s actually an award for winning the game with your last shell, so I was one shell off. Ah well. Maybe another time.

They are running a D-Day special. Among other things:

[ul]
[li] Crew training rate increased by x2 (it doesn’t say just the first match per day, which seems suprising)
[/li][li] 50% price on and increased Credit income 2x:
[/li] PzKpfw IV
VK 3601 (H)
PzKpfw VI Tiger
T1 Heavy
M6
T29
[/ul]

I’ve never seen them give increased credit income before, but maybe I haven’t been paying attention.

That’s a fantastic effort with the Hellcat. I’ve only gotten three 9 scores and all were in heavies (KV5, KV4 and KV1) sitting at the top of the food chain.

Best I did was 8 in the M8A1 on Komarin. There were two light tanks ahead of me lighting things up, and that quick-firing 57mm can penetrate just about anything.

The non-turreted American TDs fall into two groups, the lowbies, which are fast and fun and pretty cool, but very low tier (exception being the excellent T25-AT, which is a VII and fast and hard-hitting with the 105), and the two top tier tortoises, the T28 and the T95, which are immensely slow, durable (from the front, less so the sides, and vulnerable to arty), and hit hard with the top guns. The Soviet line is all turret-less and generally shares common characteristics–poor armor, decent mobility, great firepower with minimal accuracy. The top two Soviet TDs–the ISU-152 and the Object 704–have the best gun in the game IMO, the BL-10, and the Object at least is nicely sloped and capable of bouncing some heavy shots. It’s also very mobile, and is intended for assault type operations rather than lurking and sniping (the forte of the Germans really). The ISU is pretty fragile but because it’s one tier down and can have the same gun, can often wrack up great kill ratios.

The American top TDs, OTOH, are slugs, and you have to play them as such. Once you’re committed to a direction, you ain’t going back or switching tracks. I have gotten Invader on a T95–“creeping death” is hard to resist in the right matchups–but if you guess wrong with a T28 or a T95 and plop your fat ass down somewhere away from the fighting, you’re going to be out of the action probably. You can, though, absorb a shit ton of hits in many cases. I put a spall liner on the 95 because it is an arty magnet.

In other news, we got booted off of Europe again, losing to Anvil in our defense last night. Ruinberg is one of those maps where if the rock-paper-scissors game of where you commit your forces doesn’t work right, you’re hosed, and we ended up hosed. We’ll be back though–like MacArthur, minus the pipe and hat.

They’ve done it before, but it has been a while. I’m excited for the opportunity to buy back the T29; I sold it a while ago to afford my Tier X. The crew have since been transferred, but the double-speed training should get them back up to speed quickly.

With the 2x credit promotion, am I right in thinking that the T29 and Tiger should (temporarily) out-earn the premium Lowe and T34? It has been a while since I played my T29, but I remember it being profitable.

We call maps like that “coinflippy”. Cliff can go that way against an equal team sometimes. To be frank, you picked one of the roughest landing zones in Northern Europe for your first foray into Clan Battles in this region; bordering with NDP and _G-, two of the very best clans, is going to be awfully difficult.

Good luck on the next landing, though!

The Jagdtiger is still one of my favorite TD’s. The top level gun is a massive sniper rifle. I’ve easily one shot many tanks at the beginning of Campinova if we’ve managed spotting the opposing team as they have started their run off the flag area.

Stats for my TD line (battles/victories%):

JT 459/47
Ferd 364/51
Jag IV 356/53
T28Prot 289/46
StuG III 275/53
Hetzer 263/54
T30 75/48

My IS-7 - 197 battles with a 39% win rate. Pretty awful but inline with most peoples experiences. I’ve played the tank poorly though which obviously impacts on overall team performance. My IS-4 is sitting at 219 battles / 51%. Much better result there.

This special makes me wish I’d gone T1 Heavy instead of M4. And I’m probably not going to play enough to make blowing a little over 10k free xp on a PzIV worthwhile. If only the Russians had participated in D-Day…

We knew it would be tough, but NW Africa sucks balls. We got so freakin’ tired of El Halluf and Sand River. At one point we had four territories down there, and just decided to let 'em all go and pull up stakes. They pay diddly and the alliances down there are a snake pit of betrayal and BS.

El Halluf and Sand River are probably my least favorite maps. I really hate those two. In a medium, El Halluf can be kind of fun to race down to the seaside alcove and spot and/or push up the farside throwing off the other team. Sometimes this strategy leads to early death, which means you don’t have to keep playing El Halluf. I’m not really sure what else to do on this map, at least until things thin out. Occasionally I will push to the center and have been successful, but that’s only generally a good idea in middle to late match. Playing peak and poke on the hills on the flank is not particularly a good place for a medium and is also not much fun.

Sand River, I still haven’t really figured out where the hill you guys say is the best place to sit on sheltered from artillery. I’ve had modest success in the town. But mostly this map sucks for non-heavies.

Other maps I think have issues:

Malinkova sucks for whoever is defending base. But as a medium there’s usually a fair amount of movement and lots of interesting positions to take up.

Arctic Region is another map where I don’t think mediums have much role (coming from the SE to the NW, mediums can kind of play the center somewhat effectively, NW to SE there are enemy firing position overlooking the center that heavy TDs like to sit in).

Swamp is another map I’m still not sure what to do with. There are plateaus next to the two bridges that kind of provide decent positions. You can often shoot at people on the farside of the map without being seen, and you can hit people in the middle, but watch it if you do, since it means you are basically spotted and open for everyone to hit. I’ve found that sitting near the base trying to hit targets in the town usually results in death, quite quickly. so I won’t do that unless it’s a low tier game without much artillery. Recently I’ve discovered that those little side looping roads that the artillery sit in on actually provide okay cover and sometimes provide reasonable angles to shoot at people in the town. But mostly, I don’t know how to play this map.

Is Province still in the mix? I’ve played a fair amount in the last couple weeks, and never run into it.

Also I’m still pretty convinced that Westfeld is unbalanced (at least as far as the medium positions go). The North East team has great firing positions which command both the side flank and can plaster any heavies in the town who get to close to the edge. The South West mediums have some very obvious clumps they can sit in and basically get plastered with poor positions to retreat from. Other than that they got nothing. I sometimes play in the periphery forest, but you can’t really do anything from their unless the NE mediums advance from their positions atop the bridge (as opposed to the NE position where you can influence the main battle if their mediums don’t advance). I’ve also tried playing in the forest on the slope leading to the main town area. That sometimes works, but it can get pretty hot very fast. Charging into the town in the valley can also work, but it is pretty risky. Some potential benefit, but high probability of dying early and depending on whether your team backs you up, good chance that your death won’t provide any real benefit.

Pretty much the best thing a med can do is pressure the beach area. If they don’t respond to it, they can lose the map very quickly. You do need some big guns on the hill to make it work though.

Sand River, I still haven’t really figured out where the hill you guys say is the best place to sit on sheltered from artillery. I’ve had modest success in the town. But mostly this map sucks for non-heavies.

Theres technically 2 hills, but it depends on which side you’re on. On the N side theres only one hill and thats what most people are talking about. On the side of the hill you’re basically immune to arty and people can’t cross over easily without getting nailed from the base (this is true for both sides).

On the other side theres a hill near the corner thats in an arty shadow if you’re on the South side. N side has an area thats also hard to hit, but its not as viable most of the time since it doesn’t watch the approach. You can easily get run over by heavies if you push up and no one has your back though.

Malinkova sucks for whoever is defending base. But as a medium there’s usually a fair amount of movement and lots of interesting positions to take up.

Perfectly fine map, especially for mediums. The map is won on the hill 99% of the time and whoever has the strongest meds/fastmovers usually wins the hill. This goes for Cliff as well. The E/F-3 area on Cliff commands the map and the side with the best mediums will almost always win.

Arctic Region is another map where I don’t think mediums have much role (coming from the SE to the NW, mediums can kind of play the center somewhat effectively, NW to SE there are enemy firing position overlooking the center that heavy TDs like to sit in).

If you start on the South theres a great spotting/firing position for meds by a big rock on the S side. N side you can push up, but you’ll likely run into heavies pushing the N, so its not as easy. From the N side your best bet is to take the N areas behind cover (go up the little hill everyone camps on and move W or SW from it). That way you can hopefully spot tanks and get them artied/shot by heavies behind you. Barring the sniping rock the S is a death trap for meds and should be avoided unless you see a hole you can exploit.

Swamp is another map I’m still not sure what to do with. There are plateaus next to the two bridges that kind of provide decent positions. You can often shoot at people on the farside of the map without being seen, and you can hit people in the middle, but watch it if you do, since it means you are basically spotted and open for everyone to hit. I’ve found that sitting near the base trying to hit targets in the town usually results in death, quite quickly. so I won’t do that unless it’s a low tier game without much artillery. Recently I’ve discovered that those little side looping roads that the artillery sit in on actually provide okay cover and sometimes provide reasonable angles to shoot at people in the town. But mostly, I don’t know how to play this map.

If you’re really fast try to get to the base of the little hills and spot. The side with the town is usually a death trap for attackers, that goes for both sides. Big thing on this map is spotting for arty/big guns and not dying to the same yourself. Once defenses get established or thinned out you can try to break through, but the most important thing here is eyes.

Is Province still in the mix? I’ve played a fair amount in the last couple weeks, and never run into it.

Relegated to only low tiers now.

Also I’m still pretty convinced that Westfeld is unbalanced (at least as far as the medium positions go). The North East team has great firing positions which command both the side flank and can plaster any heavies in the town who get to close to the edge. The South West mediums have some very obvious clumps they can sit in and basically get plastered with poor positions to retreat from. Other than that they got nothing. I sometimes play in the periphery forest, but you can’t really do anything from their unless the NE mediums advance from their positions atop the bridge (as opposed to the NE position where you can influence the main battle if their mediums don’t advance). I’ve also tried playing in the forest on the slope leading to the main town area. That sometimes works, but it can get pretty hot very fast. Charging into the town in the valley can also work, but it is pretty risky. Some potential benefit, but high probability of dying early and depending on whether your team backs you up, good chance that your death won’t provide any real benefit.

Is this the one with all the valleys and whatnot? If so I agree one side is infinitely better. They get a little sniper ledge with a huge rock that can hit everything and the other side gets nothing. Best luck I’ve had in a med is pushing the N, but even then it tends to be ugly. Just not many places to hide if you spawned on the Bad Side and very few avenues of approach that aren’t easily flanked.

Edit: The more I reread this I’m not sure what map you mean with Westfield. I haven’t been playing a whole ton lately and I’m forgetting map names.

Westfield is the European one with a big wide valley spanned by an old Roman-like bridge/aqueduct thing, and a town up on the hill. Arty spawns in the valley, TDs and heavies up on the slopes.

I am not sure why you like JagdTiger so much. It’s the worst TD in its tier and one of the worst overall. And your stats pretty much reflect that. :) My stats show similar picture - Jagdpanther is at 65%, Ferdi is at 66% and JT is at the considerably lower 59%. Yes, JT gun is pretty accurate but its gun’s moving angles are very bad, alpha damage is low, armor is inadequate due to no slope and there is no hiding on it at all.

Accuracy of its gun is the only high point but other TD’s are sufficiently accurate and they best the JT at everything else.

Which is a shame. Vehicle that was pretty much impenetrable in real life is far too vulnerable in the game. That’s what happens when you have real tanks fighting imaginary ones.

Do you mainly play Clan Wars? Your stats are excellent. I’ve only played pug matches where anything and everything can go wrong.

The only TD (with at least 100 matches) that I have with a less than 50% win rate is, oddly enough, my Object 704 (146/47%), probably because the BL-10 is a feast or famine sort of gun. My highest win rate is my Marder, at 61% (my Jagdpather is higher but only has ninety something battles). My Ferdi is at 55% with a bit over a hundred battles. I have a LOT of tanks played, though, so I spread my matches over way too many tanks. The only tank I have more than 400 matches in (out of nearly 10k matches total) is my Type 59, with just under 900.

I think my best TD is the ISU-152. That thing just liquifies things in its tier. And if you get tossed into a big match you’re still sporting a BL-10.

Edit: Just looked and I was wrong. My best TD is… the Hetzer, which isn’t that surprising since it eats those tier4 French tanks for breakfast. But #2 is the JP4 at a whopping 67%. The worst TD ever. Only 55 matches before I escaped though, so it might have been a fluke. My SU-152 is at 66% with a 148 matches so thats pretty solid. ISU-152 is only 60% out of 243 matches.

Actually all my TDs are floating in the 60s for the most part.

Ah ok. For Meds generally you want to watch the flank and/or try to flank the hill. Its always fairly risky, but if you know where the arty will set up its pretty hard to get hit on the side of the hill.

Main job there depends on the other team really. You either defend against their meds or push for their arty depending on who has the better tanks. Or you go to side of the hill and try to flank the town and spot things. Going into town is suicide imo, no matter which town or what your tank is. Odds are you’ll get eaten by arty or other tanks. The side of the hill is the best approach since the bushes and trees can usually conceal you fairly well and if you start getting hit you can dive into the valley quickly and try to get some cover.

Are there any good documents / resources about Company Battles? I’ve been introducing friends to the game, and there has been a lot of interest in trying to do a few Company Battles sometime just for the experience of playing in more organized games.

While I love my SU-152 and my Wolverine, my favorite TD is my Marder II.