My Assistant
What this player can improve upon:
- You need to focus on not losing squads. Don’t think of the retreat button as an “invulnerability shield” because it isn’t. Both of the squads you lost early were killed while retreating through enemy soldiers… this could have been prevented by retreating with more health left. The fact that you lost 2 riflemen squads so early put you at a serious disadvantage in a game that I think you would’ve otherwise won fairly easily given the amount of fuel you enjoyed.
- You made an early attack on his strategic point that was probably ill-advised. Keep in mind that although cutting off all of his resource points is an attractive idea, it’s not worth the manpower investment unless you can actually hold it for a significant amount of time. Instead you could have sat back and enjoyed the extra fuel income from your newly constructed OP until you had a good idea for a tech, or more time to plan an attack.
- This is a relatively minor issue, but make sure you cap the +5 fuel and +10 munition points outside of your base with a spare engineer at some point early on. These points remained uncapped for the majority of the game, and although they aren’t much, every little bit helps.
- Some of your tech decisions were dubious. For example, your motorpool was not a good counter to tier 2, and even if you were anticipating a puma instead, you had enough fuel income with your OP’ed fuel to wait for a tank depot. Your decision to research sticky bombs was also not helpful given that the only vehicle he had at the time was a halftrack. Your AC would’ve been a much more effective way to deal with that nuisance. I also didn’t understand your late game decision to build a Sherman.. a second pershing would’ve been much better.
- Your ability to keep your tanks alive was nothing short of remarkable, but at times I felt you were overly cautious with them. For example there was a moment where you used your crocodile to hurt most of his grenadiers significantly and force them all to retreat, then killed his tiger. I would’ve liked to see you chase the retreated units back to his headquarters and try to kill a couple. Remember that killing one 300 manpower and 150 munition (for the double shreks) squad is worth losing your crocodile, and realistically you had the chance to kill at least two in my opinion.
- I would recommend strongly considering a weapon support center when faced with infantry veterancy strategies. A single sniper would’ve cost him a lot of manpower, as well as helped you pick off those one person squads that found their safety in the mass of friendly units. Snipers don’t care what veterancy a unit is, they just kill them. Possibly even 2 snipers would’ve been effective, as a rush could be countered with suppression fire from your riflemen.
What this player can improve upon:
- I already mentioned the command point issue, but I also am not sure about the situational effectiveness of your entire strategy. You went tier 2 after seeing his rifle proliferation and early nades, even though you had over 120 fuel. Imagine what fast puma could have done, or even tier 2 to tier 3. You certainly had the fuel for it, and In my opinion floating fuel early let him back into a game that you should have controlled.
- You built a bunker, which did a decent job of allowing you to take back your strategic point, but I would’ve liked to see you put an mg in the bunker, as well as upgrade it to a medic bunker. A medic bunker is only 50 munitions and it can pay off huge, especially in conjunction with an all infantry strategy like you used.
- One of your biggest strengths this game was also one of your biggest weaknesses, namely your method of moving your units in clumped masses. Although I agree that keeping units together is a good thing, you should spread them out slightly so that one suppression fire or grenade wouldn’t affect your entire army. This would’ve helped against his crocodile as well.
- If you are going to push the right side of the map and wire the middle, you should also wire down from the bottom hedge into your base just far enough so that if his riflemen try to walk around it they will get suppressed by the bunkers in your base. This will prevent players from coming that way to cut of your strategic point and all of your resources, which Evotech did once.
- In the late game fights I would recommend using your tiger to target his infantry, as tigers are actually quite effective against infantry, and you had more than enough panzershreks to deal with any vehicles he had.
just thought id share
We are both lv 10 with respective factions
Link to a great shout cast by Bawx