Early Game Harassment Theory Crafting
Posts: 1891
What actually happens is I get forced into bad engagements, don't cap efficiently, and get wrekt.
So: as Sov/USF is this kind of passive harassment a viable strategy, or have I been wasting my time (and rank which has plummeted in the name of science )
Posts: 474
Posts: 1891
This is like Martian level their crafting btw
Posts: 247
Against OH early game USF/SU is about trying to manufacture favourable engagements by capping key points and forcing your opponent to react and put himself in a bad position, which you then capitalise on with an aggressive flank.
OKW is a bit different, you do have to be a bit more careful. You still want to be seeking those favourable engagements (such as forcing away his SPs before initiating a close-range engagement), but also be willing to commit to a defence of your key points.
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The question is what do you try to achieve with your economy? Building caches?
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If you avoid fight to save income, your enemy's income will also be on higher level since he does not bleed as well
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Posts: 2742
Resource points being both muni and fuel, without real strategic cutoff points kind of neuters that whole strategy without good cutoff.
Cutoffs are typically lacking in most maps because they can't have too many resources available either.
Posts: 1891
I also see double kubel being good against future Soviet T1 openers until HMG is unlocked to stop the penals
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