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 StrongHold Mode, PLEASE READ NAO! 
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Joined: Tue Nov 26, 2013 8:07 pm
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Me likey, coz I'm shit at all the other modes :noob


Sat Aug 09, 2014 9:40 am
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Location: Nerdonia
bongman66 wrote:
BTW Be very wary of teams with 3/4 chaffees or other fast tank.


This.
You may try to perform a battle with nothing else then chaffees. That tank with a MM-spread from 7 to 11, taking part in a Tier6 match. RoF + Speed...
OP OP... try it, I want to hear about that ;)

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Sat Aug 09, 2014 10:53 am
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Problem with chaffees is that they cannot take any hits. You normally play them like sneaky bastards. You cannot let anything hit you.

If the enemy has many chaffees just stick together. Chaffees don't bounce and their reload isn't spectacular.

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Mon Aug 11, 2014 11:42 am
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Probably one of my last posts here, since had to bother another none clan member to explain to me that permissions got removed blocking PM, search function and dunno whatever.
Because reasons.

Chaffee is one of the best tanks in SH, especially when you play against average/bad teams, better if they camp and let you attack they way you please.

No positions ordered - no restriction on the tanks (once went with 3 fv304)

EL halluf - bad team camping behind cap
http://wotreplays.com/site/1094217?secret=412e81f0620d6b3e19e40f34fc604aa7


Cliff - another bad team camping
http://wotreplays.com/site/1094224?secret=412e81f0620d6b3e19e40f34fc604aa7


As you can see once their eyes are dead heavies have no chances without map control nor vision.

Steppes - Good team - lost map control
http://wotreplays.com/site/1094225?secret=412e81f0620d6b3e19e40f34fc604aa7
Lost map control way too fast, and our troll/grind setup didn't help either.
As you can see lights have bad chances if enemes know how to counter them, this was mostly our fault cause arty, su100y and t6 orders "guys find them"."they are pushing middle, retreat to the left"
The worst that can happen to a light setup is a cap rush with supporting tanks left to keep map control, since lights cannot trade dmg, still kv1s without vision support have no chances against 445 m view range teams.

Concluding, having seen almost every t6 in team i can say that for a laid back setup anything works, especially any t6 scout and chaffee, 115+ pen is more than enough considering the flanking attempts.


Tue Aug 19, 2014 2:20 am
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Replay here from last weekend,
which shows quite good what vision control is good for,
even if only 1 is able to spot.

http://wotreplays.com/site/1110192#swamp-pansenmann-m18_hellcat

KL ordered us around the map like a boss
and we finally won.
I honesty didnt expect enemy team to dig in so hard.
they were basically camping their cap the whole time.

Still I am not sure if taking an arty into SH is a good idea,
even if its a bert. campers still have to be spotted first, and if they are
one is usually able to hit them.

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Mon Aug 25, 2014 7:32 pm
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I was just about to show you the same thing from my side, TDU meets the campers:

http://wotreplays.eu/site/1112620?secre ... a03b9807ef

I still dont understand why so many people are camping this hard, and where is the fun in that??? Not that they need any tactics or a commander...

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Tue Aug 26, 2014 5:22 am
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problem is, camping (and then maybe winning)
is too little SH provisions over time.
rather rush for cap and maybe even win, then it's over in less than 5 minutes.

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Tue Aug 26, 2014 7:15 pm
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Rereading the SH guide to pick up some of the finer detail. I may have mis-interpreted some bits, feel free to correct.

- Any Resources that are gained above your storage capacity are LOST. I think we wasted 80+ on Monday as we only needed 2! If approaching capacity need to switch Garrison.
- No point separately Transporting IR around as it takes time unless a DC wants to play SimCity
- A DC needs to PREPARE a Reserve (i.e the extra bonuses for a limited time period). If I understand it correctly, we can have them all prepared but once prepared nothing happens to it until ACTIVATED.
- A DC has to ACTIVATE a Reserve for a duration. It costs IR from that structure so it will need to be "topped" up with new IR.
So from our experience on Monday, all Parf did was PREPARE the Reserve so the bonuses were not available anyway.

If the above is correct, prepping can be done by a DC say in the morning but a DC needs to be around/online to ACTIVATE if a skirmish does take place. So if I FC a skirmish without say Parf to activate, all we will do is earn IR and no extras.

I can see this being adding a bit of stress to the DC's.

Has TDU actually activated their reserves yet? Any hints/tips?

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Wed Aug 27, 2014 1:17 pm
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KLguns wrote:
I was just about to show you the same thing from my side, TDU meets the campers:

http://wotreplays.eu/site/1112620?secre ... a03b9807ef

I still dont understand why so many people are camping this hard, and where is the fun in that??? Not that they need any tactics or a commander...


And here is yet another reason to move to T8 SH. There are more tanks available, there could be room for an artillery too!

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Wed Aug 27, 2014 1:43 pm
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bong, no we havent, we are first building up everything to level 4, as we are not playing for the bonuses now, we are just having teamfun.

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Thu Aug 28, 2014 5:13 am
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