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Had a good talk with Rojan and I think we both understand where we are coming from and what our issues were. Really not all that different. Hope it helps to see that even in this small community people can get over stuff and work together.
 
Had a good talk with Rojan and I think we both understand where we are coming from and what our issues were. Really not all that different. Hope it helps to see that even in this small community people can get over stuff and work together.
Thanks for letting us know, I am really reassured now.
 
Had a good talk with Rojan and I think we both understand where we are coming from and what our issues were. Really not all that different. Hope it helps to see that even in this small community people can get over stuff and work together.
Same here dude, had a big argument with him a while back on the Forum's but when we actually spoke on voice coms it turned out we weren't really all that different in terms of what we wanted to see from the game.
 
How to play 10v10's on 4v4 maps:

1. Pick 352 Infantry if on Axis, pick 3rd Canadian or 15th Scots if on Allies
2. Don't actually pick a section of the frontline to fight on, no need to, everything is so condensed that your other 9 teammates can cover and no one will notice
3. Call in nothing but artillery, AA, Air, and a tiny bit of recon
4. Spend all game clicking a few buttons every once in a while and not actually doing any microing what so ever
5. Win or lose it doesn't matter as your individual contributions mean almost nothing in the grand scope of things

Except...
1. You see every deck in 10vs10 games, and people don't really try to be op but search to play different ways. Many decide to go infantry heavy to take care of towns. A good 10vs10 team needs everything as it needs to be balanced.
2. You'll notice quickly when a player is missing in the front, you'll always not be able to hold your line alone if you have have two decent players opposing you. You may delay alone some hard enemy push but not hold and even less push back. Most times, the big coming backs come from the heavy german decks in phase C but they're related to the strenghts and weaknesses of each division and the yolo way of most players to handle allied armor against tiger/panthers. In few words the way the game has been designed with strong phase A, phase B or phase C decks.
3. This kind of players make their team loose. As people don't wanna loose, most times they always have some infantry hidden somewhere and they help where it's needed with all kinds of units (the best games are a lot related to the best teamplay). I haven't seen much monomaniac players, but sometimes they are indeed more specialised and will not be able to do everything. One will often go more heavy on infantry knowing he has a pal to support him with aa, arty, planes. It allows to focus and limit the time you loose units cause you're not looking. Some of them are even speaking to each other during the game. Games where you back one another are very fun to play, you should give a try.
4. Handling arty + planes + some infantry/guns/armor here and there is the definition of micro. Again, a bad arty player not pickings his targets, not providing his aa, not going for something else if needed, will make his team loose. Btw you see everything in 10vs10, you even see well-used smoke, how noob is that. But indeed it's more arty and planes heavy and you get hit by indirect fire.
5. It is so untrue. You may often see the best player contributions according to points. The points are often related to what has been done on the field. There are always exceptions but I've seen only one game where the 1st kill/deaths ratio was a plane guy with almost no infantry on the map. And... he made his team loose, he had the best score both sides but still. If you have one or two very bad players in your team and the opposing team don't, you'll loose your game almost every time (i'd say 95% of the time), as in 2vs 3vs or 4vs4.