Grrrrrrrrr
Posts: 10
Unless i destroy him in the first 20 min i run into so many issues.
-Vet 5 infantry
-King Tiger
-Vet 5 fallschrimjagers/fusiliers
-stukas and infan support
Im not complaining that its OP, im just having trouble when at the 40 min mark it seems i just cannot win, with my biggest problem being taking care of the heavy armor, which seems to be the USF's biggest fault.
It may just be that USF can't drag on games, but is there a chance?
Any tips on trying to comeback? it seems damn near impossible against OKW. grrrrrrrrr
Posts: 62
Posts: 424 | Subs: 2
Posts: 348
Truth is the problem may not be in your build order but your micro or ability use late game or your even doctrinal choice.
Posts: 10
**got it, replay coming**
Posts: 10
**here it is**
Posts: 3052 | Subs: 15
- You let a 1 man volk get away around 6 min mark.
- at 7:11 you threw a nade at the sturms in a house when it was the only engagement going on. If youre going to do that(which means the enemy will clearly dodge it) aim at the door theyre going to bail from, not towards the middle of the house. You'll get ez wipes that way
- around 11 mins, you move your m20 back because of a puma while nading the church with an MG in it. you couldve kept your m20 around so it couldve wiped the wounded MG, but again you let your opponent off the hook
- You wipe falls then lose a rifle right after
- You catch a ow health two man fall squad at around 16:37 with your m20 and let it get away
- At 19 mins you let another fallschrimjager get away
- 26 mins another wipable fallschirmajger gets away
- Tw oo shermans was unneccessary when you have m1919s and pack howitzer. which is why the panther bulled you so badly
- You may not have known but you had a massive mobility advantage over this okw player to the point where you couldve literally just charged from multiple angles with your shermans and then used the M20 jackson to finish any armored survivors... in addition to that you were floating 1.3k manpower. Buy fuel caches.
So to summarize you basically let him get away with a ridiculous build of fallschrimjager spam and no battlegroup HQ healing into panther because you didnt go for enough wipes.
The early game engagements didnt go well. You both made bad mistakes in inattentiveness.
This next part is depressing;
I put control groups on the squads you let escape over the game:
The fallschrimjager you let get away? ended up wiping almost all of your vetted riflemen with their cancernades combined bad retreats on your part.
The Volk you let get away? Got vet 5, survived the game, and killed one of your shermans. Was also his only anti tank for a good portion of the game until the panther came(which is why im killing you with the "You let him get away" speech
Also that MG? Vet 2 and was crucial in controlling your infantry. Imagine if you had stolen it or wiped it.
Your manpower float was criminal. Some sort of cache. Another pack howie. Anything. Fuel or Munitions caches... Anything. But never let float like that happen, or youll lose 92% of the time. OIne thing though, DO NOT build more riflemen because 99% of the time you wont be able to micro them all and youll just lose them. If you blob them all you'll get rekt by a stuka or werfer or something
M20 got vet 2, but after that was not utilized enough with its insane vet sight+speed+ a jackson to finish off the panther(Which you also let get away multiple times when you had 2 full health shermans+ a jackson to chase him with)
And yes, these are all little minute details im grasping at. Little things, little things. but thats all it takes to lose, especially as USF vs OKW.
Posts: 3052 | Subs: 15
Posts: 626 | Subs: 1
Posts: 10
- You let a 1 man volk get away around 6 min mark.
- at 7:11 you threw a nade at the sturms in a house when it was the only engagement going on. If youre going to do that(which means the enemy will clearly dodge it) aim at the door theyre going to bail from, not towards the middle of the house. You'll get ez wipes that way
- around 11 mins, you move your m20 back because of a puma while nading the church with an MG in it. you couldve kept your m20 around so it couldve wiped the wounded MG, but again you let your opponent off the hook
- You wipe falls then lose a rifle right after
- You catch a ow health two man fall squad at around 16:37 with your m20 and let it get away
- At 19 mins you let another fallschrimjager get away
- 26 mins another wipable fallschirmajger gets away
- Tw oo shermans was unneccessary when you have m1919s and pack howitzer. which is why the panther bulled you so badly
- You may not have known but you had a massive mobility advantage over this okw player to the point where you couldve literally just charged from multiple angles with your shermans and then used the M20 jackson to finish any armored survivors... in addition to that you were floating 1.3k manpower. Buy fuel caches.
So to summarize you basically let him get away with a ridiculous build of fallschrimjager spam and no battlegroup HQ healing into panther because you didnt go for enough wipes.
The early game engagements didnt go well. You both made bad mistakes in inattentiveness.
This next part is depressing;
I put control groups on the squads you let escape over the game:
The fallschrimjager you let get away? ended up wiping almost all of your vetted riflemen with their cancernades combined bad retreats on your part.
The Volk you let get away? Got vet 5, survived the game, and killed one of your shermans. Was also his only anti tank for a good portion of the game until the panther came(which is why im killing you with the "You let him get away" speech
Also that MG? Vet 2 and was crucial in controlling your infantry. Imagine if you had stolen it or wiped it.
Your manpower float was criminal. Some sort of cache. Another pack howie. Anything. Fuel or Munitions caches... Anything. But never let float like that happen, or youll lose 92% of the time. OIne thing though, DO NOT build more riflemen because 99% of the time you wont be able to micro them all and youll just lose them. If you blob them all you'll get rekt by a stuka or werfer or something
M20 got vet 2, but after that was not utilized enough with its insane vet sight+speed+ a jackson to finish off the panther(Which you also let get away multiple times when you had 2 full health shermans+ a jackson to chase him with)
And yes, these are all little minute details im grasping at. Little things, little things. but thats all it takes to lose, especially as USF vs OKW.
Thank you a ton for this response, i never would've noticed allllll these little things that made a huge difference by the end of the game.
I agree, I dont think I understood the amount of units/mobility i had over him at some points in the game. I really gotta clean up those units you mentioned.
again thanks!
Posts: 3052 | Subs: 15
Thank you a ton for this response, i never would've noticed allllll these little things that made a huge difference by the end of the game.
I agree, I dont think I understood the amount of units/mobility i had over him at some points in the game. I really gotta clean up those units you mentioned.
again thanks!
No problem. OKW and USF are hardcore snowball factions, but between the two OKW is the best at it. Once they get rolling..... It gets way harder for you. Best thing you do is stop the snowball instead of trying to match or outlast it.
As OKW, you HAVE to go for wipes on riflemen squads or officer squads, kill the enemy ambulance... Those kinds of things..and it has a similar effect. The game will just go way easier for you.
Posts: 10
No problem. OKW and USF are hardcore snowball factions, but between the two OKW is the best at it. Once they get rolling..... It gets way harder for you. Best thing you do is stop the snowball instead of trying to match or outlast it.
As OKW, you HAVE to go for wipes on riflemen squads or officer squads, kill the enemy ambulance... Those kinds of things..and it has a similar effect. The game will just go way easier for you.
just wondering, would you have recommended 1 less shermann and 1 more jackson to deal with the panther? or something else anti tank
Posts: 3052 | Subs: 15
just wondering, would you have recommended 1 less shermann and 1 more jackson to deal with the panther? or something else anti tank
You couldve went for a lmg zook mix. You had the manpower for some extra RE's and muni caches.
Then you can still go double sherman + jackson, whatever, and use them with without worrying about a panther diving you and murdering you.(unless he wants to charge into AT nades and zooks)
Your armor composition was fine really, it was just the way you used it. If you get that second sherman, do something decisive with it. Especially if the fuel is 'even' like it was.
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