1 vs 1 Much of luck at the end
30 Jan 2017, 22:39 PM
#1
Posts: 17
Ejnoy, watching this so intense battle.
I would be thankful for any comments and hints how to play better.
My nickname in game is gesty2.
31 Jan 2017, 03:29 AM
#2
1
Posts: 2307 | Subs: 4
Your main problems were playing way too passively and poor vehicle choices and usage.
You made 3 vickers in the beginning and just sat them defensively on your half of the map. You need to be applying pressure and pushing up, otherwise your opponent can just ignore them. After you make him retreat you need to move forward and take his territory. On the west side you never tried to take that cutoff or take the buildings on the east side. At one point your opponent was down to 2 units; if you had pushed up to his base he would never have been able to leave.
You also need to make better choices with your vehicles. The centaur is an okay unit, but you kept building them when the other player had armor on the field. 1 was enough, you didn't need to waste 3 of them. You need to make sure when you are using the vehicles you support them properly, or they will just get swarmed by the enemy. Driving up to that blob and all those at guns is suicide, there is no reasonable hope to do enough damage to justify that risk.
The firefly is also a tank destroyer, it will practically never hurt enemy infantry. It is best to leave it on prioritize vehicle so it does not waste shots shooting and never hitting. You also need to keep it as far away from enemy tanks as possible. Think of it for like a sniper than a real tank. You want it to outrange the enemy so they don't shoot back.
Some random tips:
- You built 3 vickers, and too much infantry before teching to t2
- you didn't steal the isg when you had a good opportunity
- made no engineers until after you needed them. They are a great close range squad, and cheap
- way, way too passive with mgs, never moved them
- made no Anti-Tank to prepare for enemy armor
- stop building centaurs ffs. You need a cromwell if there is enemy armor and you have no AT
- don't throw grenades at tanks
You made 3 vickers in the beginning and just sat them defensively on your half of the map. You need to be applying pressure and pushing up, otherwise your opponent can just ignore them. After you make him retreat you need to move forward and take his territory. On the west side you never tried to take that cutoff or take the buildings on the east side. At one point your opponent was down to 2 units; if you had pushed up to his base he would never have been able to leave.
You also need to make better choices with your vehicles. The centaur is an okay unit, but you kept building them when the other player had armor on the field. 1 was enough, you didn't need to waste 3 of them. You need to make sure when you are using the vehicles you support them properly, or they will just get swarmed by the enemy. Driving up to that blob and all those at guns is suicide, there is no reasonable hope to do enough damage to justify that risk.
The firefly is also a tank destroyer, it will practically never hurt enemy infantry. It is best to leave it on prioritize vehicle so it does not waste shots shooting and never hitting. You also need to keep it as far away from enemy tanks as possible. Think of it for like a sniper than a real tank. You want it to outrange the enemy so they don't shoot back.
Some random tips:
- You built 3 vickers, and too much infantry before teching to t2
- you didn't steal the isg when you had a good opportunity
- made no engineers until after you needed them. They are a great close range squad, and cheap
- way, way too passive with mgs, never moved them
- made no Anti-Tank to prepare for enemy armor
- stop building centaurs ffs. You need a cromwell if there is enemy armor and you have no AT
- don't throw grenades at tanks
1 Feb 2017, 11:00 AM
#3
Posts: 17
Thank you very much for advice!
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