Hello and welcome to Best Replays of the Week.
In this episode we have:
a Swedish sniper,
a scout doing doughnuts,
and a near-suicidal defender.
Roll out!
We start off with a VK 30.01(P) on Steppes.
Matchmaking has not been kind on Myy_Bagsh,
but the map is open and offers lots of opportunities for flanking.
The good old VK is a reliable tank as it always has been.
It's not particularly great in any aspect,
apart from this fantastic, hard-hitting 8.8 cm gun that is.
An early spot provides a little bit of damage,
but more importantly, a ton of information on enemy movements.
Nice bush.
Meh, this bush has lost its value, so our hero decides
pushing towards the cap circle will be the best next move.
In the meantime, four allies have been sent back to the garage.
Not a great start.
A cautious approach is not going to work here.
Enemies have taken the west flank,
so the cap circle needs to be secured quickly.
This Panther/M10 is the first target up on the chopping block.
Such an aggressive flank, I so badly want this to work.
Thanks, arty! The team isn't completely AFK.
But that Mauer's hide is just too tough.
Better keep driving, oh! That CDC's distracted, a perfect opportunity.
Flanking down the hill gives enough speed for a stylish ram,
saving a shell for Myy_Bagsh.
Even from the rear, you've got to be careful with the Mauer,
especially when under fire from arty.
Eliminating all eyes on the cap and the enemies crossfire.
At last gives the greens access to the cap, if there were any left that is.
Meanwhile, there's still seven enemy tanks alive including three artillery,
so cap is just not viable.
The enemy STRV is taken out by the final friendly,
but that just signals the beginning of the oncoming hoard.
Woah! That's all four enemy tanks spotted and they have us surrounded.
Myy_Bagsh knows: Protect the 112, protect the win.
This KV-2 also knows what's up, trying to bypass our hero to kill the 112.
Not if we can help it.
That's the KV-2.
I'm coming, 112!
And even though our 112 falls,
it's heroic effort means it's now Myy_Bagsh versus arty.
This is starting to look winnable.
Here's the first one, swiftly dealt with as his allies miss their shots.
Two remain.
Here's number two! You're not running on my watch, G.W.
Ouch, the tracking shot on the G.W. brings the gun to bear,
removing any remaining HP buffer we had.
It would've been just too easy otherwise.
And here's the G.W. Tiger! Closing the distance, ready to fire.
Phew, that was close! Arty shells pass just to the right of the turret.
And with that, the game is won.
Two easy shots are enough to send the arty back to the garage
and secure the win.
Even "GJ" from the 112 who stayed to watch until the end.
Victory with 5.6k damage in a Tier 6 tank and whopping 2,336 base exp.
Myy_Bagsh showed brilliant awareness and flanking,
showing that even a bottom tier machine can prove its worth. Well played!
Next up we have Danielplaszcak
showing off some bush camping skills on Fiery Salient.
And what better tank to do it in than the stealthy and hard-hitting UDES 03.
Daniel is not a fan of waiting for enemies over at the one-two line,
and neither are we. So he heads for the hill over in the east.
Ouch, the camo does not hold up this time,
but all that is lost is a repair kit which is now on cooldown.
Let's stay off the top of the hill for a while.
There's some opportunities sniping enemy tanks in the middle,
but no significant damage is done and our allies are slowly wavering.
Okay, this is getting risky. UDES' are not front line tanks,
and staying at the bottom of the hill is just asking to get overrun.
Instead, this bush allows our hero
to safely shoot at any enemies poking the hilltop.
Using the fantastic camo, plus the old 15 meters transparency trick,
this almost seems like a turkey shoot.
What's the "15 meters bush rule" you say?
Well if you get within 15 meters, when you fire, the enemy can see you.
If you're beyond 15 meters, the bush still hides you, as simple as that.
And you can easily tell when you're within 15 meters
because the bush turns transparent. Easy.
School's over, back to the replay.
If Daniel misplayed this at any moment and got spotted, it would be all over.
Amazing mechanics knowledge and skill.
The camo finally fails, and our hero's surrounded.
Hey, that's rude!
A Conqueror punishes our hero, putting a shot into the rear of our UDES.
What was rule 7 again? "If spotted, lose sight, then reposition".
Daniel knows what I'm talking about.
The cap is getting close, so resetting this JagdTiger is essential,
although dealing with the Conq would've been preferred.
And here's another tip:
moving close to the bush allows our hero to spot the enemy.
Moving back and firing ensures he is not spotted,
meaning this JagdTiger doesn't even know what hit him.
The final ally suicides and gets a bit salty but at least that Conq is gone.
Soon after, the red IS-3 decides to cluelessly search for our assassin hero.
It doesn't end well.
It's too hard to get shots from here;
the hill should provide the vision and angle needed.
As the siren sounds, all three enemy tanks enter the cap,
this will not be easy.
Three, two, one, zero. Yes!
A last-second decap buys another 18 seconds,
but there's no time for stealth.
The dying shot of the JagdTiger puts Daniel down to 41 HP,
and since it was already reset it hasn't helped much.
But the Arty runs away and that other TD hasn't been spotted.
Three, two, one, zero…
No targets. GG by base capture.
Never mind the loss, Daniel used some textbook sniping
and expert usage of bushes to stay hidden.
And 8k damage in a Tier 8 tank represents that well,
congratulations Danielplaszcak, you are our Sniper of the week.
The next replay is a Scout on Malinovka…
We've seen a lot of passive scouts recently, so now let's see an active one.
Show us what you can do Vickiss.
The tank of choice is the Chinese Type 62 light tank,
stealthy and not to be underestimated even when bottom of the pile.
Oh, is that two stars on the gun barrel? Indeed it is! I expect a good game here.
A good opening spot reveals the positions of eight enemy tanks.
Make that nine, and with the sounds of distant support guns,
makes 3k assisted damage already. Not bad.
Vickiss decides that making doughnuts in the dirt is the best thing to do
whilst watching the assistance damage climb to 6k.
But a slight problem appears: with an abundance of targets
our allies did not bother to move out of the spawn
and allowed the enemy to take every significant position on the map.
Apart from the west, maybe we can at least take advantage of that one?
Just in time! Hello and goodbye, T71.
Whilst here, why not simply flank the enemy team?
Even with 7k spotting, this game is still close,
although slightly in favour of the reds.
Vickiss holds their fire waiting for an opportunity… yes!
That's exactly what we needed!
With their Tier 9 TD out of the way,
it's time to infiltrate their lines and cause mass panic and confusion!
But first, take out this arty, priorities are important you know.
One less enemy to worry about, finally the battle is level.
Maybe not. The fewer tanks there are,
the more important the positioning becomes,
hence the lack of hill control is painfully obvious now.
The green's front line suddenly dissolves making it 2v5
and now there's no room for error.
The Type 4 is spotted, after some careful relocating, it's taken out.
Unfortunately, the final ally is overwhelmed and knocked out.
1v4. Time for that third star?
We've seen all but that arty, where could it be?.. There!
That ill-fated cap attempt is dealt with, but now the O-Ni is trying the same.
24hp usually calls for HE,
but that thick Japanese armour prevents any HE damage.
Suddenly a wild Skorpion appears!
Clearly hunting our hero, but Vickiss was on the case.
As the siren continues to wail, Vickiss continues to try HE the O-Ni.
Give up, there's no way… Oh.
The O-Ni dies and now it's one on one. One minute left.
That T-44 just triggered the cap,
giving away his position with only 51 seconds left.
Not smart. Time to hunt.
Rule 3 from my WoT Survival guide: "Attack where the enemy least expects".
Works like a charm.
With the T-44 looking the wrong way, all Vickiss needs are two well-aimed shots.
One…
Two. The gun doesn't disappoint.
Victory with less than ten seconds on the clock.
Brilliant game, that Type would've been undamaged if not for the timer.
Vickiss managed to get their 3rd gun mark for their Type,
with 8,000 assistance plus another 2.7k damage done.
Vickiss, you can now proudly also call yourself the Scout of the week.
Congratulations!
Moving on, we have a high-tier game on Highway.
Morpheus_der_Stahlkefer finds themselves driving a Bat-Chat
in a full Tier 10 game. Let's see what they can do.
Using the speed of the Bat-Chat,
Morpheus does what can only be called an aggressive spotting run.
While the numbers might make it seem ineffective,
yielding only 400 damage and some spots,
it actually denied enemy TD's great positions to shoot allied tanks
and was well worth it.
As a lightly armoured tank,
fighting in a city is all about finding an opportunity… or two.
Let this be a lesson for everyone, just look at the minimap. Yeah…
Well, they didn't start the cap,
so let's just chill here and see what happens next.
The red 121 decides for our hero by suiciding in and dies to the autoloader.
But not before dropping our hero to half HP.
The Obj. 140 follows behind,
but Morpheus is on reload, so no need to stick around.
Relocating to find a different angle is good, but this angle won't do.
Only one shell connects
and the Maus is allowed to take cover without significant punishment.
A missed opportunity.
Desperate times call for desperate measures,
but is charging into town against three enemy tanks really a good idea?
Incredible! It actually worked.
The Type 5 is taken out, while the Maus and Jagdpanzer E 100
can only watch the nimble Bat-Chat slip away on reload.
4v1, hunting down the two arty is a good idea.
The G.W. is easy prey but the Bat arty has legged it.
There you are!
But rushing the opening shot means it gets away, not good.
A Jagdpanzer in the open without sixth sense?
An easy-peasy kill with a perfect 5 out of 5 drum.
But that leaves our hero with only seven shells remaining
and the familiar capture siren can be heard.
Shockingly, it's the Maus capping and not the arty, this will be tough.
All seven shells are needed but Morpheus doesn't panic.
One reset.
One flank.
One bait later, and we have a smoking wreck of a Maus.
Out of ammo, but things don't look so bleak after all,
700 HP is plenty to survive a ram against a badly damaged arty.
Although I'm sure Morpheus is cursing that missed shot earlier.
There it is! That's our chance! And it misses.
Ten seconds left before it's reloaded. Charge!
Oh no. One second late means arty is reloaded
and the splash damage is enough to remove the HP buffer needed
so the ram kills both tanks, and this game ends up a dramatic draw.
Such an unfortunate ending,
Morpheus_der_Stahlkefer missed on a victory by a mere two seconds
after playing so well.
Well, I hope that being our Heartbreak of the Week
makes up for the draw somewhat.
And the episode finale, the Best Replay of the Week!
Today we've got MeGeT in the cutest teeny-tiny light: the AMX ELC.
The map is Steppes and there's plenty of Tier 4 and 5 tanks around.
Passive spotting reveals this very confused Hetzer
attempting to do a 3 point turn… maybe?
Okay? What on earth is going on?
That is one way of adding some spaced armour, Mr O-I.
But it's not quite big enough though and ended up not doing much good.
That's not the way you passive spot, 38 n.A.
Wait, this turret goes all the way around now?
Back in my day, it didn't even do 180! When did that happen?
"9.18."
Really? Oh… Carry on then.
Time to get serious, allies are four tanks down,
so no more joking around from now on.
Long-range fire is effective, but the last ally dies attempting to cap.
But look at the positives, there's a Kolobanov's on offer.
Certainly now that this DW2 is taken care of.
Add one more to the tally.
Umm, we would suggest to this Pz. IV player to turn on their hit markers.
Never mind. One more kill for our hero.
With time to spare, the cap is partially reset.
Our hero is getting nervous though.
An Ikv might be hard hitting, but its accuracy is lacking,
certainly against a target as small as the ELC.
Woah, that could have been it!
But the Hetzer misses the shot and wins a ticket back to garage.
You can almost smell that Kolobanov's.
But that's a T67 right behind. Panic!
Or maybe not?
Do a barrel roll.
10/10 for style, but efficiency is lacking.
Scratch another tank, one left.
And here it comes. Head to head.
One on one. Mano a mano. Do or die. A Mexican standoff?
Nope, as the red ELC pulls the trigger first and connects! But it's not fatal.
MeGeT fires. The shell punches through the fuel tank
setting the enemy on fire and burning it to a crisp.
A true marksman doesn't need to fire twice, it's over.
You see, there are two kinds of people in this game:
those with fire extinguishers and those who burn. You. Burn.
Certainly the most entertaining replay this week,
but beyond that, MeGeT has managed 11 kills, 2.8k damage
and the all-important Kolobanov's medal.
Congratulations, you are our Best Replay of the Week.
And that's all for this week!
A bit of fun, a bit of drama, and a lot of destruction.
Do you agree with our choice of Best Replay of the Week?
Let me know in our weekly Reddit thread or down below in the comments.
I'm Luke Kneller, thanks for watching, and I'll see you next time.