Build Order: Eng - Barracks - Rifle - Jeep - Rifle - Rifle - Supply - Motor Pool
Pros: Harrassed Pioneers early on. Saved Jeep from being destroyed. Did well to support your infantry with AT while pushing forward for resources. Good placement of barrages ensured that munitions was well spent. Repaired tanks. Used mines to secure resources and VP's.
Cons: Idle Jeep for a few minutes. Stopped using Raid ability mid game.
In Summary: The game progressed fairly quickly and you did well to secure the center with infantry and AT placements early on. You managed to grey the Axis fuel and this gave you a bit of a head start to motor pool, which you used effectivley. You did well with your tank micro for the majority of the game but you still exposed your rear armor too much against AT, 88's and Stugs. I noticed a Jeep being built towards the end of the game but besides that it seems you forgot about your ability to Raid.
Player Improvement: Doctrine abilities are terriffic but early abilities seem to be over looked past mid game. You had no problem with resources so keep an M8 on the field constantly harrassing points, this means a less concerntrated Axis force and a distracted player.
Axis
Smurfing
Doctrine: Defensive (Artillery Support/Left side)
Doctrine Usuage: 2 x Flak 88's
Build Order: Pio - WQ - HMG - HMG - Volks - Volks - Pio - Sturm
Pros: Upgraded Volks Used mines to secure resources and VP's.
Cons: Wasted 2 Puma's on a Callipoe skirmish. Lost volks aquads for no tactical advantage. Idle Armor, an M8 was capping points while you had 2 Stugs and a Puma on the field doing nothing.
In Summary: Defensive doctrine really seemed a bad choice for you and generally Semois, the placement of the 88's made them easy to attack from any medium. Overall not a bad effort but your armor micro let you down and the use of your Volks left a lot to be desired as you threw away too many squads aimlessly.
Player Improvement: When it comes to infantry cover is your friend!, ensure that you use it in all skirmishes and stay away from negative cover (roads) as any Rifle squad from a stationary position will take you down extremely fast.
Entertainment: 5/10 Gameplay: 7/10 Overall: 6/10
It was a good game by both players, but perhaps fatigue got the better of them during the game. Response times were good but off compared to Architehts normal games, it is a reasonably long game but worth a look.
This post has been edited by barit: Nov 15 2006, 02:44 AM
Semois
Run Time: 50 minutes
Allies
Architect
Doctrine:
Armor (Armor Support/Left side)
Doctrine Usuage:
1 x Calliope
2 x Pershing
Build Order:
Eng - Barracks - Rifle - Jeep - Rifle - Rifle - Supply - Motor Pool
Pros:
Harrassed Pioneers early on.
Saved Jeep from being destroyed.
Did well to support your infantry with AT while pushing forward for resources.
Good placement of barrages ensured that munitions was well spent.
Repaired tanks.
Used mines to secure resources and VP's.
Cons:
Idle Jeep for a few minutes.
Stopped using Raid ability mid game.
In Summary:
The game progressed fairly quickly and you did well to secure the center with infantry and AT placements early on. You managed to grey the Axis fuel and this gave you a bit of a head start to motor pool, which you used effectivley. You did well with your tank micro for the majority of the game but you still exposed your rear armor too much against AT, 88's and Stugs. I noticed a Jeep being built towards the end of the game but besides that it seems you forgot about your ability to Raid.
Player Improvement:
Doctrine abilities are terriffic but early abilities seem to be over looked past mid game. You had no problem with resources so keep an M8 on the field constantly harrassing points, this means a less concerntrated Axis force and a distracted player.
Smurfing
Doctrine:
Defensive (Artillery Support/Left side)
Doctrine Usuage:
2 x Flak 88's
Build Order:
Pio - WQ - HMG - HMG - Volks - Volks - Pio - Sturm
Pros:
Upgraded Volks
Used mines to secure resources and VP's.
Cons:
Wasted 2 Puma's on a Callipoe skirmish.
Lost volks aquads for no tactical advantage.
Idle Armor, an M8 was capping points while you had 2 Stugs and a Puma on the field doing nothing.
In Summary:
Defensive doctrine really seemed a bad choice for you and generally Semois, the placement of the 88's made them easy to attack from any medium. Overall not a bad effort but your armor micro let you down and the use of your Volks left a lot to be desired as you threw away too many squads aimlessly.
Player Improvement:
When it comes to infantry cover is your friend!, ensure that you use it in all skirmishes and stay away from negative cover (roads) as any Rifle squad from a stationary position will take you down extremely fast.
Entertainment: 5/10
Gameplay: 7/10
Overall: 6/10
It was a good game by both players, but perhaps fatigue got the better of them during the game. Response times were good but off compared to Architehts normal games, it is a reasonably long game but worth a look.