Had a game on Erlenberg Defense tonight and thought I'd talk about it for a moment. It's an 8/7/6 game and I'm in the CromB (so bottom tier).
As I've talked about before on this map there are a couple of key positions to hold early. Basically E2, D5, and D9. If you can hunker down there in the early game and let the enemy team waste time and HP trying to dig you out (with support from shooters on the A line) you've got a good chance to win. Even if you lose one of the flanks the enemy still has to cross a bunch of open ground to get to the cap and your guys SHOULD be able to farm them.
I took the CromB to D9 figuring I could use the mobility and view range to help hold that spot and light enemies trying to sneak down the 0 line, or playing tourist on the 6/7 lines.
Initially the battle is going ok. We have a light tank in the bush at E6, bunch of shooters around A9/A0, and the enemy isn't able to push city. In fact, our guys have faced so little resistance in city that two of our better tanks (a M-II-Y and a TS-5) have decided to push up the 6 line all the way to J6.
Why?
Well, in battle chat (after they were both dead, since they got themselves isolated and encircled in a 2 v 5) they said they were trying to "Reestablish the battle line to keep us from getting flanked" or somesuch.
Now, to be fair, that's not a terrible idea...in clan wars. Where you have comms and coordination. It might even make some sense in standard mode where the enemy's cap has value.
But in the early game of defense mode they overextended and got themselves disconnected from the rest of the team, in a position where none of us could really help them, in order to take meaningless terrain.
There is zero strategic value to J6 in Defense mode; at least not in the early game.
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