Can you help me improve? vol2
by
kavil
29th January 2017, 21:19 PM
- [00:00:25] Zerdali:
- [00:00:28] KnugenJugend:
- [00:40:28] KnugenJugend:
29 Jan 2017, 21:19 PM
#1
Posts: 12
i posted seperate thread on forum so if you want to help me please write there.
29 Jan 2017, 23:32 PM
#2
Posts: 4183 | Subs: 4
Things to improve on:
Floating was a large problem for you this match. early game you had around 500-700 manpower in the bank at any one time. You had a 222 early, 2nd pio for repairs if need be and flamer if you could be certain he wasn't going to have mines. 2nd pio will also help cap in the down time.
In early engagements on the north munitions point you didn't use the garrison instead went for the light cover. Unsure if this was because it didn't occur to use or you wanted to possibly bait into the MG42. Garrisons are very powerful early game as the ways to clear them are limited and trading with them is often difficult. Just remember that a squad can only have as many men shooting out of the garrison as there are windows to that side.
Squad preservation: Lost squads unnecessarily even in the early game. This should improve as micro improves and you can handle more engagements.
Cutoffs: Every time you went to cutoff the fuel you went to the actual fuel point. You can decap a maps "cutoff" point to take a major chunck of territory out of connected territory by decapping that one point. The point for the right side on Kholodney Ferma Winter is the point just north of the fuel. Decapping this will disconnect the entire south if the middle VP or point outside of the left base is not capped by the right.
Seemed to be a little timid with your 222 around rifle squads from fear of AT nades. Riflemen can't use AT nades till vet 1 and if they're pinned squads cannot fire back. Suppressed squads have reduced accuracy and 50% reload penalty. Making it prefered to charge suppressed squads to increase accuracy and negate cover. Do this as long as you know you won't be forced to retreat if he had a .50 cal behind his troops.
Against USF you see a captain, you know hes going stuart. Need premptive AT.
Again you saw the BAR zook on 1 squad combo. Indecisive use of riflemen specilization and will force him to either blob or lose enagements if he runs into anti infantry only squads such as LMG grens.
Certain world features like stonewalls will stop tank rounds and force the impact across the wall where it hit. If your infantry squad is on the side where it hits the entire damage of the round will hit your clumped infantry sections. This can be seen at the 13:25 mark with your HMG getting decrew very quckly and your pgrens dropping models quickly.
Don't right click on capture points. this will force your squads to clump up on the flags and be prime targets for explosive rounds from Stuarts and shermans and grenades. click in the capture zone not on it.
USF can't build mines unless they select a doctrine with Riflemen field defenses or has an M20 which require the Lieutenant. No mines means you can be more aggressive. Just still be wary of AT nades.
Pak guns when they reach vet 1 have an ability called target weakpoint. If a shot is taken within 6 seconds, connects, and penetrates. stuns the crew of the vehicle. rendering it immobile. Very useful if an opponet it trying to dive you or you you need to get another shot in when he overextends slightly. Many units have a vet 1 ability. Panzer 4s from Ostheer have Blitzkrieg, this allows for faster movement as well as a received accuracy bonus, meaning it is harder for opponets to hit your tank. UKF have Emergency War Speed and OKW have combat Blitz, both similar to blitzkrieg.
In most cases have 1 gren for fausts just won't cut it. I always try and have at minimum of 2 mobile snares in my roster be it volks, fusiliers, grens or rifles. Conscripts are different though. Penal spam and Maxim spam don't usually utilize conscript AT snares and rely more on mines.
If your opponet will not stop chasing you deeper and deeper and you havn't placed mines or he's missed them, keep moving your units back to stay away unless you can capitalize on his over extention. you lost both p4s because you stopped reverse moving.
Seemed to underestimate 240mm arty. The slang term for 240mm and Railway arty is "RNG bombs" because they have massive scatter but a massive blast radius. Keep everything away from the scatter radius of those bombs. If you're not sure if you're safe from them, move farther away. better to be safe than sorry. fortunatly you were not punished by them this game, but you very much could have been.
Always build mines if you have munitions and especially when your opponet has a fast moving dive lineup, something the allies rely on because they have weaker armor.
If you have a point captured, in this case the middle VP, move up and defend it. He has to take it away from you; get those paks up covering for Tanks and the HMG for infantry. your pak positioning was very defensive but your HMG was there so that was good. USF mortar is pretty broke yeah? best thing to do is try and get a flank off on it and either force a retreat or if possible wipe the veterancy.
Last p4 made wasn't neccesary, you had a P4 up and were 60 fuel from a tiger.
Overall small mistakes again building into larger ones. Micro improvement will aid you greatly and will come with time and practice. Don't forget those vet 1 abilities. A lot of them are very useful. Floating kills you later from lower army size. That float turns to bleed. Always build mines. If you have extra munitions always build more mines, you can never have to many mines.
Floating was a large problem for you this match. early game you had around 500-700 manpower in the bank at any one time. You had a 222 early, 2nd pio for repairs if need be and flamer if you could be certain he wasn't going to have mines. 2nd pio will also help cap in the down time.
In early engagements on the north munitions point you didn't use the garrison instead went for the light cover. Unsure if this was because it didn't occur to use or you wanted to possibly bait into the MG42. Garrisons are very powerful early game as the ways to clear them are limited and trading with them is often difficult. Just remember that a squad can only have as many men shooting out of the garrison as there are windows to that side.
Squad preservation: Lost squads unnecessarily even in the early game. This should improve as micro improves and you can handle more engagements.
Cutoffs: Every time you went to cutoff the fuel you went to the actual fuel point. You can decap a maps "cutoff" point to take a major chunck of territory out of connected territory by decapping that one point. The point for the right side on Kholodney Ferma Winter is the point just north of the fuel. Decapping this will disconnect the entire south if the middle VP or point outside of the left base is not capped by the right.
Seemed to be a little timid with your 222 around rifle squads from fear of AT nades. Riflemen can't use AT nades till vet 1 and if they're pinned squads cannot fire back. Suppressed squads have reduced accuracy and 50% reload penalty. Making it prefered to charge suppressed squads to increase accuracy and negate cover. Do this as long as you know you won't be forced to retreat if he had a .50 cal behind his troops.
Against USF you see a captain, you know hes going stuart. Need premptive AT.
Again you saw the BAR zook on 1 squad combo. Indecisive use of riflemen specilization and will force him to either blob or lose enagements if he runs into anti infantry only squads such as LMG grens.
Certain world features like stonewalls will stop tank rounds and force the impact across the wall where it hit. If your infantry squad is on the side where it hits the entire damage of the round will hit your clumped infantry sections. This can be seen at the 13:25 mark with your HMG getting decrew very quckly and your pgrens dropping models quickly.
Don't right click on capture points. this will force your squads to clump up on the flags and be prime targets for explosive rounds from Stuarts and shermans and grenades. click in the capture zone not on it.
USF can't build mines unless they select a doctrine with Riflemen field defenses or has an M20 which require the Lieutenant. No mines means you can be more aggressive. Just still be wary of AT nades.
Pak guns when they reach vet 1 have an ability called target weakpoint. If a shot is taken within 6 seconds, connects, and penetrates. stuns the crew of the vehicle. rendering it immobile. Very useful if an opponet it trying to dive you or you you need to get another shot in when he overextends slightly. Many units have a vet 1 ability. Panzer 4s from Ostheer have Blitzkrieg, this allows for faster movement as well as a received accuracy bonus, meaning it is harder for opponets to hit your tank. UKF have Emergency War Speed and OKW have combat Blitz, both similar to blitzkrieg.
In most cases have 1 gren for fausts just won't cut it. I always try and have at minimum of 2 mobile snares in my roster be it volks, fusiliers, grens or rifles. Conscripts are different though. Penal spam and Maxim spam don't usually utilize conscript AT snares and rely more on mines.
If your opponet will not stop chasing you deeper and deeper and you havn't placed mines or he's missed them, keep moving your units back to stay away unless you can capitalize on his over extention. you lost both p4s because you stopped reverse moving.
Seemed to underestimate 240mm arty. The slang term for 240mm and Railway arty is "RNG bombs" because they have massive scatter but a massive blast radius. Keep everything away from the scatter radius of those bombs. If you're not sure if you're safe from them, move farther away. better to be safe than sorry. fortunatly you were not punished by them this game, but you very much could have been.
Always build mines if you have munitions and especially when your opponet has a fast moving dive lineup, something the allies rely on because they have weaker armor.
If you have a point captured, in this case the middle VP, move up and defend it. He has to take it away from you; get those paks up covering for Tanks and the HMG for infantry. your pak positioning was very defensive but your HMG was there so that was good. USF mortar is pretty broke yeah? best thing to do is try and get a flank off on it and either force a retreat or if possible wipe the veterancy.
Last p4 made wasn't neccesary, you had a P4 up and were 60 fuel from a tiger.
Overall small mistakes again building into larger ones. Micro improvement will aid you greatly and will come with time and practice. Don't forget those vet 1 abilities. A lot of them are very useful. Floating kills you later from lower army size. That float turns to bleed. Always build mines. If you have extra munitions always build more mines, you can never have to many mines.
30 Jan 2017, 02:07 AM
#3
Posts: 12
amazing feedback again. Thank you very much will try to improve as best as i can
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