Hello and welcome to Best Replays of the Week.
I am Luke Kneller and this is our third April Maddness,
if you don’t know what that is yet, go back and watch the last two!
So what do we have for you today?
There are: little machines punching above their weight,
friendly fire saving the base from capture, and the Amazing Mutant from the Dawn of Time!
Let’s go!
We’ll start with a very special Steel Wall game featuring the mutant child of an M6 and a T29.
The M6A2E1 was from the Heavy Pre-Order package!
So that means Hotwired from the EU region has been with us from the very beginning. Cool!
Anyway; the tank has extremely good frontal armour,
but its sides and rear are almost unprotected.
You can’t afford to get surrounded when driving this thing!
An FCM 50t gets in a free shot,
but once the Mutant reaches a choke point
it seems like an impossible challenge for the enemy team.
Hotwired tanks the fire from four enemies and pushes through.
The enemies have broken the Northern flank,
so Hotwired turns around and drives home at a stately 29 km/h.
The commander gives his life defending the home base,
but a Medkit brings him back.
Unfortunately the damaged gun can’t be fixed.
One last enemy is knocked out and the Mutant heads back to the front.
Everything is fine as long as they all stay in front of the tank.
Hotwired deals with the first batch just in time,
turns around and destroys the other three as well.
That’s ten kills, but the Steel Wall is starting to look a bit like Swiss cheese.
That’s enough though, as the last ally finds the artillery and ends the game.
Victory for the Mutant!
That was well over 7k damage both blocked and dished out,
with a tank that’s only protected from the front. Impressive!
Scout
This week’s scout is MikoPL2014,
who drives the AMX 13 57 on Prokhorovka on the EU cluster.
Miko heads for the centre, dancing back and forth with an enemy Chaffee.
A rival AMX is scouting by sitting in a bush, but that doesn’t end well.
Spotting enemies is good, but Miko doesn’t waste opportunities to use the autoloader either.
The chaffee pounces during a magazine change.
It has time to land two hits, but the attack still seems a little suicidal.
The home team has the advantage now, and Miko charges into close combat.
The remaining enemies get lit up, and the game ends quickly. Victory!
Nice mobile scouting there.
Only two allies lost, and the numbers show who made the victory so easy for the team.
Confederate
A Confederate deals damage and supports the team.
The S35 CA driven by Tuga_force_one is a bottom tier bathtub,
but it gets the job done.
The fight happens on an EU server.
Over the tracks and up the hill, we know how these Fiery Salient games tend to go.
The fighting starts before Tuga has time to climb very high,
but this is a good spot to pour fire on to the enemies.
The hilltop is crawling with enemies so Tuga turns around and fights them instead.
The bathtub is amazingly effective,
and with a little backup the enemies are swept from the hill.
The Stug is the last enemy left alive.
Tuga deals it a heavy blow, and watches as the allies end the game.
Bottom tier, and in a French bathtub TD,
Confederate did as much damage as the rest of the team combined. Amazing.
Top Gun
This week’s Top Gun is JonaSB7 from the EU region, driving the M26 Pershing on Ensk.
The battle is a tier VIII encounter, and Jona is about to go full Deadpool.
“Here we go. Maximum effort.”
“Try to hit me, big boy”
The derp armed KV looks dangerous,
but Jona deals with it perfectly and picks off an Easy Eight for dessert.
The VK, the T-34-85 and a Jagdpanzer IV fall like wheat before the scythe,
and even a WZ-111 seems helpless.
Is the Ferdi going to be a challenge?
No, apparently not.
That just leaves the Tiger, which is picked off as the tenth kill.
Top tier and in a good tank,
but ten kills in four minutes with almost no damage taken is still very impressive.
Sniper
HiDD3N_IR0N_D3aTH is a traditional sniper who doesn’t believe in automatic guns or body armour.
The 128 mm boom-stick of the Waffenträger auf Pz. IV is all that is needed.
The battle is fought over Erlenberg in the EU region.
Enemies get spotted right away, and Iron Death starts sending metal downrange.
The first kill shows the sniper’s confidence.
Death moves a little when spotted, but doesn’t abandon the firing position.
The second kill is picked off at 400 meters.
Enemies are pushing into the nearby base, but the sniper isn’t going anywhere.
The Waffenträger dodges incoming shells and fires back with deadly accuracy.
The team is now in the lead, and it’s time to press the advantage.
The Foch dies unaware of the threat.
A premium Patton duels the Sniper, but that doesn’t last very long.
The next target is close and looking the other way.
Death puts in a shell at point blank range, and lets a teammate finish the job.
The last enemies are making a stand together.
The Borsig dies quickly but a Löwe is harder to put down.
Death should dodge this shot, but that could mean losing the seventh kill…
The sniper burns, but the lion must die as well!
The double kill is a great end for the match.
A dramatic ending to an impressive game.
10k damage, 7 kills and a rare… ”achievement” in the end. Well done!
Defender
We have quite a few replays this time, let’s do the Defender next.
Despite the name MR_Friendlyfire from the EU region focuses on the enemies at Live Oaks.
Most tier V tanks struggle badly in a tier VIII battle, but the ELC is a bit of a special case.
On a good day it thrives in these games, and that is definitely the case today.
Friendlyfire assassinates two artillery pieces and roams the map like a sniper,
thinning the enemy numbers.
Nothing is safe from the little tank with the big gun.
The allies aren’t doing so well however,
and before long the ELC is left alone facing three opponents.
The IS-6 needs to die first.
Friendlyfire avoids shots from the other two and kills the premium heavy in an ambush.
The IS-3 has gone for the cap.
This is a Defender replay after all,
and Mr Friendlyfire heads home to deal with the situation.
But how do you kill an IS-3 in good repair with an ELC?
You certainly can’t risk taking a hit.
An HE round resets the cap but doesn’t do any damage.
The ELC gets spotted, and it looks like the SPG is heading into the capzone as well.
An APCR round to the face… does nothing.
The second one works, but the arty must be ready to fire as well by now.
Another bounce… another reset, and then a risky attack on the SPG.
The IS abandons the cap and charges in to do battle.
A turning fight isn’t going to work, so the ELC makes an attack and runs for cover.
It almost works.
Friendlyfire lives a charmed life, and the shot hits a track.
The ELC puts another hole in the IS and backs away.
If the Soviet heavy had any gun depression this would have ended badly.
All that remains is putting the last shell into the arty. Easy!
A good Defender fight in the end, and solid game overall.
Crucial Contribution
This week’s Crucial Contribution comes from the Asian region.
The battle is fought over Ruinberg, and fatalerror sits on top tier with an SU-122-44.
Now, when you are on top tier with a powerful machine,
you need to do something impressive to get on the show.
Let’s see how it’s done.
The game starts slowly for Fatal Error, and getting the first three kills takes a while.
For the allies the game is a total disaster, and Fatal Error is left alone facing nine enemies!
The first one dies quickly, but the gun gets damaged, and there goes the repair kit.
Next one to go is the rival SU,
then an IS-2.
It’s a great start, but the S-51 SPG lands a punishing hit in return.
APCR ammo helps with dismembering the Churchill,
and this time the arties waste their opportunity.
There’re still five enemies to go, and getting eyed by the O-I is bad.
Error needs to get out of here, and fast.
The TD is boxed in, and the arties won’t keep missing forever.
Killing the T-34 helps, but it’s that O-I that’s the real problem.
Luckily the heavy gets impatient, and Error gets the chance to kill it on the corner.
That leaves three.
The bigger arty is found nearby
and the resulting duel becomes an unintentional comedy.
It’s ok though, as the faster reload wins.
Fatal Error goes hunting for the last two enemies,
and finds the second O-I asleep near the capture zone.
I wonder what happened there.
The remaining arty is a fast and deadly AMX,
but it has chosen to sit still and wait in ambush.
Once again, both the SPG and the TD whiff their shots,
but only Fatal Error gets to have another go. GG.
So that, dear viewers, is how you do it.
Just stand alone against nine enemies and win.
Brothers in Arms
For the final replay of the episode,
we go back to the EU region for a high octane Brothers in Arms game.
Heischmann drives an AMX 13 90, while Motschi_Tank prefers the T49.
Both are fast, powerful machines, and are in their element in a tier VIII battle.
The tanks head for the centre and Motschi starts the fight
by putting a huge dent in an enemy scout.
Heischmann fights off a T-34-3 and the platoon takes control of the Abbey.
Heischmann takes on a Mutz while Motschi keeps control of the high ground,
taking shots of opportunity.
A Charioteer chases Motschi away from the abbey,
but Heischmann joins the fight and makes it regret that decision.
Assisting the takedown of an Indien panzer is a nice bonus.
This shot at 62 km/h is nothing short of black magic.
The scouts race to the Eastern road and demolish a Type 59 together.
Heischmann engages a SuperPershing at long range
while Motschi starts working on a premium Jagdtiger.
The last allies died a while back now, and there are still five tier VIII enemies left.
The two scouts relocate to the West and cooperate to finally bring down the SuperPershing.
A Jagdpanther II challenges the duo, but there’s no point in fighting it on its own terms.
The way out is blocked by a Borsig but a lucky snapshot takes care of it.
The Jagdpanther from before is found guarding the enemy cap circle,
and once again Motschi derps it do death on the move.
How do those shots keep hitting?!?
That just leaves one.
Motschi goes looking for the arty
and leaves Heischmann doing doughnuts in the capture circle.
The arty tries a reset shot in the end, but it doesn’t connect.
Victory by capture for the platoon.
Nine kills between the two of them, and a very entertaining game.
Thanks for sending it in and congratulations!
And that applies to all winners of course.
Thanks for the replays, and we look forward to seeing more of them from all regions!
I’m Luke Kneller, and I’ll see you next time. Bye!