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Hello and welcome to Best Replays of the Week.
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In this episode we have:
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a Swedish sniper,
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a scout doing doughnuts,
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and a near-suicidal defender.
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Roll out!
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We start off with a VK 30.01(P) on Steppes.
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Matchmaking has not been kind on Myy_Bagsh,
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but the map is open and offers lots of opportunities for flanking.
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The good old VK is a reliable tank as it always has been.
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It's not particularly great in any aspect,
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apart from this fantastic, hard-hitting 8.8 cm gun that is.
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An early spot provides a little bit of damage,
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but more importantly, a ton of information on enemy movements.
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Nice bush.
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Meh, this bush has lost its value, so our hero decides
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pushing towards the cap circle will be the best next move.
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In the meantime, four allies have been sent back to the garage.
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Not a great start.
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A cautious approach is not going to work here.
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Enemies have taken the west flank,
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so the cap circle needs to be secured quickly.
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This Panther/M10 is the first target up on the chopping block.
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Such an aggressive flank, I so badly want this to work.
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Thanks, arty! The team isn't completely AFK.
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But that Mauer's hide is just too tough.
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Better keep driving, oh! That CDC's distracted, a perfect opportunity.
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Flanking down the hill gives enough speed for a stylish ram,
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saving a shell for Myy_Bagsh.
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Even from the rear, you've got to be careful with the Mauer,
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especially when under fire from arty.
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Eliminating all eyes on the cap and the enemies crossfire.
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At last gives the greens access to the cap, if there were any left that is.
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Meanwhile, there's still seven enemy tanks alive including three artillery,
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so cap is just not viable.
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The enemy STRV is taken out by the final friendly,
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but that just signals the beginning of the oncoming hoard.
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Woah! That's all four enemy tanks spotted and they have us surrounded.
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Myy_Bagsh knows: Protect the 112, protect the win.
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This KV-2 also knows what's up, trying to bypass our hero to kill the 112.
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Not if we can help it.
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That's the KV-2.
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I'm coming, 112!
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And even though our 112 falls,
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it's heroic effort means it's now Myy_Bagsh versus arty.
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This is starting to look winnable.
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Here's the first one, swiftly dealt with as his allies miss their shots.
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Two remain.
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Here's number two! You're not running on my watch, G.W.
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Ouch, the tracking shot on the G.W. brings the gun to bear,
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removing any remaining HP buffer we had.
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It would've been just too easy otherwise.
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And here's the G.W. Tiger! Closing the distance, ready to fire.
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Phew, that was close! Arty shells pass just to the right of the turret.
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And with that, the game is won.
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Two easy shots are enough to send the arty back to the garage
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and secure the win.
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Even "GJ" from the 112 who stayed to watch until the end.
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Victory with 5.6k damage in a Tier 6 tank and whopping 2,336 base exp.
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Myy_Bagsh showed brilliant awareness and flanking,
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showing that even a bottom tier machine can prove its worth. Well played!
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Next up we have Danielplaszcak
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showing off some bush camping skills on Fiery Salient.
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And what better tank to do it in than the stealthy and hard-hitting UDES 03.
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Daniel is not a fan of waiting for enemies over at the one-two line,
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and neither are we. So he heads for the hill over in the east.
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Ouch, the camo does not hold up this time,
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but all that is lost is a repair kit which is now on cooldown.
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Let's stay off the top of the hill for a while.
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There's some opportunities sniping enemy tanks in the middle,
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but no significant damage is done and our allies are slowly wavering.
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Okay, this is getting risky. UDES' are not front line tanks,
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and staying at the bottom of the hill is just asking to get overrun.
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Instead, this bush allows our hero
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to safely shoot at any enemies poking the hilltop.
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Using the fantastic camo, plus the old 15 meters transparency trick,
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this almost seems like a turkey shoot.
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What's the "15 meters bush rule" you say?
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Well if you get within 15 meters, when you fire, the enemy can see you.
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If you're beyond 15 meters, the bush still hides you, as simple as that.
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And you can easily tell when you're within 15 meters
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because the bush turns transparent. Easy.
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School's over, back to the replay.
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If Daniel misplayed this at any moment and got spotted, it would be all over.
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Amazing mechanics knowledge and skill.
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The camo finally fails, and our hero's surrounded.
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Hey, that's rude!
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A Conqueror punishes our hero, putting a shot into the rear of our UDES.
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What was rule 7 again? "If spotted, lose sight, then reposition".
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Daniel knows what I'm talking about.
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The cap is getting close, so resetting this JagdTiger is essential,
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although dealing with the Conq would've been preferred.
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And here's another tip:
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moving close to the bush allows our hero to spot the enemy.
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Moving back and firing ensures he is not spotted,
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meaning this JagdTiger doesn't even know what hit him.
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The final ally suicides and gets a bit salty but at least that Conq is gone.
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Soon after, the red IS-3 decides to cluelessly search for our assassin hero.
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It doesn't end well.
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It's too hard to get shots from here;
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the hill should provide the vision and angle needed.
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As the siren sounds, all three enemy tanks enter the cap,
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this will not be easy.
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Three, two, one, zero. Yes!
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A last-second decap buys another 18 seconds,
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but there's no time for stealth.
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The dying shot of the JagdTiger puts Daniel down to 41 HP,
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and since it was already reset it hasn't helped much.
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But the Arty runs away and that other TD hasn't been spotted.
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Three, two, one, zero…
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No targets. GG by base capture.
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Never mind the loss, Daniel used some textbook sniping
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and expert usage of bushes to stay hidden.
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And 8k damage in a Tier 8 tank represents that well,
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congratulations Danielplaszcak, you are our Sniper of the week.
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The next replay is a Scout on Malinovka…
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We've seen a lot of passive scouts recently, so now let's see an active one.
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Show us what you can do Vickiss.
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The tank of choice is the Chinese Type 62 light tank,
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stealthy and not to be underestimated even when bottom of the pile.
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Oh, is that two stars on the gun barrel? Indeed it is! I expect a good game here.
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A good opening spot reveals the positions of eight enemy tanks.
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Make that nine, and with the sounds of distant support guns,
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makes 3k assisted damage already. Not bad.
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Vickiss decides that making doughnuts in the dirt is the best thing to do
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whilst watching the assistance damage climb to 6k.
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But a slight problem appears: with an abundance of targets
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our allies did not bother to move out of the spawn
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and allowed the enemy to take every significant position on the map.
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Apart from the west, maybe we can at least take advantage of that one?
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Just in time! Hello and goodbye, T71.
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Whilst here, why not simply flank the enemy team?
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Even with 7k spotting, this game is still close,
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although slightly in favour of the reds.
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Vickiss holds their fire waiting for an opportunity… yes!
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That's exactly what we needed!
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With their Tier 9 TD out of the way,
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it's time to infiltrate their lines and cause mass panic and confusion!
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But first, take out this arty, priorities are important you know.
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One less enemy to worry about, finally the battle is level.
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Maybe not. The fewer tanks there are,
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the more important the positioning becomes,
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hence the lack of hill control is painfully obvious now.
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The green's front line suddenly dissolves making it 2v5
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and now there's no room for error.
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The Type 4 is spotted, after some careful relocating, it's taken out.
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Unfortunately, the final ally is overwhelmed and knocked out.
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1v4. Time for that third star?
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We've seen all but that arty, where could it be?.. There!
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That ill-fated cap attempt is dealt with, but now the O-Ni is trying the same.
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24hp usually calls for HE,
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but that thick Japanese armour prevents any HE damage.
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Suddenly a wild Skorpion appears!
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Clearly hunting our hero, but Vickiss was on the case.
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As the siren continues to wail, Vickiss continues to try HE the O-Ni.
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Give up, there's no way… Oh.
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The O-Ni dies and now it's one on one. One minute left.
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That T-44 just triggered the cap,
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giving away his position with only 51 seconds left.
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Not smart. Time to hunt.
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Rule 3 from my WoT Survival guide: "Attack where the enemy least expects".
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Works like a charm.
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With the T-44 looking the wrong way, all Vickiss needs are two well-aimed shots.
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One…
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Two. The gun doesn't disappoint.
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Victory with less than ten seconds on the clock.
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Brilliant game, that Type would've been undamaged if not for the timer.
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Vickiss managed to get their 3rd gun mark for their Type,
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with 8,000 assistance plus another 2.7k damage done.
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Vickiss, you can now proudly also call yourself the Scout of the week.
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Congratulations!
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Moving on, we have a high-tier game on Highway.
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Morpheus_der_Stahlkefer finds themselves driving a Bat-Chat
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in a full Tier 10 game. Let's see what they can do.
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Using the speed of the Bat-Chat,
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Morpheus does what can only be called an aggressive spotting run.
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While the numbers might make it seem ineffective,
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yielding only 400 damage and some spots,
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it actually denied enemy TD's great positions to shoot allied tanks
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and was well worth it.
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As a lightly armoured tank,
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fighting in a city is all about finding an opportunity… or two.
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Let this be a lesson for everyone, just look at the minimap. Yeah…
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Well, they didn't start the cap,
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so let's just chill here and see what happens next.
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The red 121 decides for our hero by suiciding in and dies to the autoloader.
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But not before dropping our hero to half HP.
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The Obj. 140 follows behind,
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but Morpheus is on reload, so no need to stick around.
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Relocating to find a different angle is good, but this angle won't do.
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Only one shell connects
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and the Maus is allowed to take cover without significant punishment.
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A missed opportunity.
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Desperate times call for desperate measures,
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but is charging into town against three enemy tanks really a good idea?
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Incredible! It actually worked.
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The Type 5 is taken out, while the Maus and Jagdpanzer E 100
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can only watch the nimble Bat-Chat slip away on reload.
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4v1, hunting down the two arty is a good idea.
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The G.W. is easy prey but the Bat arty has legged it.
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There you are!
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But rushing the opening shot means it gets away, not good.
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A Jagdpanzer in the open without sixth sense?
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An easy-peasy kill with a perfect 5 out of 5 drum.
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But that leaves our hero with only seven shells remaining
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and the familiar capture siren can be heard.
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Shockingly, it's the Maus capping and not the arty, this will be tough.
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All seven shells are needed but Morpheus doesn't panic.
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One reset.
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One flank.
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One bait later, and we have a smoking wreck of a Maus.
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Out of ammo, but things don't look so bleak after all,
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700 HP is plenty to survive a ram against a badly damaged arty.
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Although I'm sure Morpheus is cursing that missed shot earlier.
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There it is! That's our chance! And it misses.
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Ten seconds left before it's reloaded. Charge!
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Oh no. One second late means arty is reloaded
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and the splash damage is enough to remove the HP buffer needed
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so the ram kills both tanks, and this game ends up a dramatic draw.
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Such an unfortunate ending,
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Morpheus_der_Stahlkefer missed on a victory by a mere two seconds
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after playing so well.
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Well, I hope that being our Heartbreak of the Week
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makes up for the draw somewhat.
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And the episode finale, the Best Replay of the Week!
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Today we've got MeGeT in the cutest teeny-tiny light: the AMX ELC.
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The map is Steppes and there's plenty of Tier 4 and 5 tanks around.
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Passive spotting reveals this very confused Hetzer
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attempting to do a 3 point turn… maybe?
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Okay? What on earth is going on?
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That is one way of adding some spaced armour, Mr O-I.
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But it's not quite big enough though and ended up not doing much good.
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That's not the way you passive spot, 38 n.A.
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Wait, this turret goes all the way around now?
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Back in my day, it didn't even do 180! When did that happen?
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"9.18."
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Really? Oh… Carry on then.
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Time to get serious, allies are four tanks down,
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so no more joking around from now on.
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Long-range fire is effective, but the last ally dies attempting to cap.
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But look at the positives, there's a Kolobanov's on offer.
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Certainly now that this DW2 is taken care of.
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Add one more to the tally.
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Umm, we would suggest to this Pz. IV player to turn on their hit markers.
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Never mind. One more kill for our hero.