If someone has the time to review this that would be great. I'm stuck in the 500-600 level in 2v2 random as USF and would like feedback. This was a 2v2 automatch with two randoms (my team) versus a 600 level AT. It started out badly, then we came back and bled their VP's a lot, only to have it turn around after they got KT and Elefant out. It ended in a wild battle for the middle VP starting at about 1:12 and lasting for a couple of minutes.
Some of the questions that I have:
Do people use Stuarts much in 2v2? Was mine just too late to have any impact?
I couldn't keep any armor alive. What should I have been buying and how should I use it?
Strategically, what should I have done different? (In watching it, I saw some times when I had idle units and some units wasted but think there are other opportunities for improvement).
review requested 2v2 on Across
20 Mar 2016, 16:43 PM
#1
Posts: 1954
21 Mar 2016, 05:10 AM
#2
1
Posts: 3052 | Subs: 15
1. Your intial teching was very wierd. You went early racks instead of nades, then put a zook on your rifle instead of one of the double rear echelons you had
2. Infantry company and LT tier dont mix as well as AnyCompany and captain tier. LT Tier is dead. Catch my drift
3. Well LT tier isnt actually dead if you dgo captain too, which you did.
You can really create an OP combo of USF infantry and team weapons. But you didnt, no 50 cal, which wouldve helped in protecting your pack howies
Speaking of pack howies, you shouldve moved them to the middle(earlier) to help your teammate. They wouldve done serious work on the positions there, and forced your opponents to buy a walking stuka. Which wouldve prevented the command panther from being on your ass so early.
4 If you read my infantry company guide(which is so outdated but hear me out) I emphasisize the importance of buying major tier armor before the priest. The thing costs an arm and a leg in MP and popcap, and you had no armor on the field when you called it. So you basically killed your somewhat high MP flow.
5. I take back what i said about the pack howies, you did move them thought a little late.
5.5 OKW player seems to think obers are the only infantry OKW can build.
Im kinda gonna stop my feedback at the 37 mark because i am not a genie, magician/ magicman, nor do i pretend to be. I have no idea how to win as USF on a grindy map like Rhine vs KT's, command panthers, and werfers supported by vetted obers. So USF 101, win before all of that, and it will add at least 5 more years to your life.
Or just add a brit to your team. Helps in games like this
2. Infantry company and LT tier dont mix as well as AnyCompany and captain tier. LT Tier is dead. Catch my drift
3. Well LT tier isnt actually dead if you dgo captain too, which you did.
You can really create an OP combo of USF infantry and team weapons. But you didnt, no 50 cal, which wouldve helped in protecting your pack howies
Speaking of pack howies, you shouldve moved them to the middle(earlier) to help your teammate. They wouldve done serious work on the positions there, and forced your opponents to buy a walking stuka. Which wouldve prevented the command panther from being on your ass so early.
4 If you read my infantry company guide(which is so outdated but hear me out) I emphasisize the importance of buying major tier armor before the priest. The thing costs an arm and a leg in MP and popcap, and you had no armor on the field when you called it. So you basically killed your somewhat high MP flow.
5. I take back what i said about the pack howies, you did move them thought a little late.
5.5 OKW player seems to think obers are the only infantry OKW can build.
Im kinda gonna stop my feedback at the 37 mark because i am not a genie, magician/ magicman, nor do i pretend to be. I have no idea how to win as USF on a grindy map like Rhine vs KT's, command panthers, and werfers supported by vetted obers. So USF 101, win before all of that, and it will add at least 5 more years to your life.
Or just add a brit to your team. Helps in games like this
22 Mar 2016, 02:10 AM
#3
Posts: 1954
1. Your intial teching was very wierd. You went early racks instead of nades, then put a zook on your rifle instead of one of the double rear echelons you had
2. Infantry company and LT tier dont mix as well as AnyCompany and captain tier. LT Tier is dead. Catch my drift
3. Well LT tier isnt actually dead if you dgo captain too, which you did.
You can really create an OP combo of USF infantry and team weapons. But you didnt, no 50 cal, which wouldve helped in protecting your pack howies
Speaking of pack howies, you shouldve moved them to the middle(earlier) to help your teammate. They wouldve done serious work on the positions there, and forced your opponents to buy a walking stuka. Which wouldve prevented the command panther from being on your ass so early.
4 If you read my infantry company guide(which is so outdated but hear me out) I emphasisize the importance of buying major tier armor before the priest. The thing costs an arm and a leg in MP and popcap, and you had no armor on the field when you called it. So you basically killed your somewhat high MP flow.
5. I take back what i said about the pack howies, you did move them thought a little late.
5.5 OKW player seems to think obers are the only infantry OKW can build.
Im kinda gonna stop my feedback at the 37 mark because i am not a genie, magician/ magicman, nor do i pretend to be. I have no idea how to win as USF on a grindy map like Rhine vs KT's, command panthers, and werfers supported by vetted obers. So USF 101, win before all of that, and it will add at least 5 more years to your life.
Or just add a brit to your team. Helps in games like this
Thanks for taking the time to review it. The whole game felt like a disjointed cluster** with a few moments of playing okay. We did win 17-0 but think that some of their mistakes at the end gave us the game.
When I got pushed off of the bottom point so easily with the Kubel, I decided to get zooks early, plus I was expecting a 222 or luchs early and still thought I would get lieutenant first. I rarely manage to kill anything with grenades so mostly just use smoke.
I almost always equip one rifle with zooks and put lmg's on RE's. The RE's seem to level up faster that way and become more viable units. Maybe it's a mistake - I'll try it your way and see how it works.
Woodstock/Salty talked about the problem with lack of armor also. He casted the game and pointed out that I could've had a Sherman almost the same time as when I got the Stuart out and it would have had a much better impact. Also, lack of any Jacksons to help my teammate hurt us as a team.
Do you ever use the quad halftrack? Would you have rebuilt it if you lost it? Also, if you don't go LT, do you build fighting pits to guard team weapons?
22 Mar 2016, 05:37 AM
#4
1
Posts: 3052 | Subs: 15
When I got pushed off of the bottom point so easily with the Kubel, I decided to get zooks early, plus I was expecting a 222 or luchs early and still thought I would get lieutenant first. I rarely manage to kill anything with grenades so mostly just use smoke.
The quick zook on a rifle can work well, but it can also backfire. zooks on rifles in general is very strong since theyre the only AT infantry with a snare, but to me I just think having more guns guns guns early game is more important. leave AT to a squad with bad guns that wont contribute much anyway(RE's) or a F R E E S Q U A D dedicated to it(Captain). Now a BAR ZOOK mix with all infantry is something I did alot back in the day, but that comes down to a luxury; as equipping all those squads like that is a massive muni drain over the course of a game.
Plus, you turn into a weapon pinata for volks or something when you give your guys alot of weapons.
I almost always equip one rifle with zooks and put lmg's on RE's. The RE's seem to level up faster that way and become more viable units. Maybe it's a mistake - I'll try it your way and see how it works.
LMG or even BAR Re's imo got nerfed too hard, requiring vet 3 for the extra man hurts. Obviously your opponents infantry are vetting as well killing your 4 man RE's, which means you have a subpar squad worth a lot of muni basically feeding the enemy vet until they become capable squads on their own at vet 3.
Do you ever use the quad halftrack? Would you have rebuilt it if you lost it? Also, if you don't go LT, do you build fighting pits to guard team weapons?
I have not played alot of usf lately honestly, but during my last spurt of games I went quad stuart every time. Rebuilding units like that put you in something I call a tech deficit, however which causes scenarios like command panthers appearing when all you have is one stuart for example. Best thing you can do is not lose it, if you do, well youre gonna have a tough time. IF you invest that much into vehicles.
And to answer the fighting pit thing, i usually dont go fighting pit since all an OKW player has to do is envelop the target(aka not walk right in front of it and jsut flame nade it from the side and cause alot of pain, maybe with raketen support to destroy it with good measure) and its gone. Would just prefer the quadmount for crowd control around team weapons.
With vet working, im gonna give airborne and 50 cal spam with armor company another shot. They may be decent fuel free(Environmentally friendly alternatives as crowd control to the quad.
23 Mar 2016, 04:45 AM
#5
Posts: 1954
The quick zook on a rifle can work well, but it can also backfire. zooks on rifles in general is very strong since theyre the only AT infantry with a snare, but to me I just think having more guns guns guns early game is more important. leave AT to a squad with bad guns that wont contribute much anyway(RE's) or a F R E E S Q U A D dedicated to it(Captain). Now a BAR ZOOK mix with all infantry is something I did alot back in the day, but that comes down to a luxury; as equipping all those squads like that is a massive muni drain over the course of a game.
Plus, you turn into a weapon pinata for volks or something when you give your guys alot of weapons.
LMG or even BAR Re's imo got nerfed too hard, requiring vet 3 for the extra man hurts. Obviously your opponents infantry are vetting as well killing your 4 man RE's, which means you have a subpar squad worth a lot of muni basically feeding the enemy vet until they become capable squads on their own at vet 3.
I have not played alot of usf lately honestly, but during my last spurt of games I went quad stuart every time. Rebuilding units like that put you in something I call a tech deficit, however which causes scenarios like command panthers appearing when all you have is one stuart for example. Best thing you can do is not lose it, if you do, well youre gonna have a tough time. IF you invest that much into vehicles.
And to answer the fighting pit thing, i usually dont go fighting pit since all an OKW player has to do is envelop the target(aka not walk right in front of it and jsut flame nade it from the side and cause alot of pain, maybe with raketen support to destroy it with good measure) and its gone. Would just prefer the quadmount for crowd control around team weapons.
With vet working, im gonna give airborne and 50 cal spam with armor company another shot. They may be decent fuel free(Environmentally friendly alternatives as crowd control to the quad.
I did try 50 cals later in the game. They didn't seem to either suppress well or do a lot of damage. Could be a L2P issue on my part. Maybe you'll have better luck with them.
I did try a few games with zooks on RE's and just bars on rifles. It works well also, maybe better.
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