You should consider dropping the fast m20 build.
This build is something I've been working on to try and learn to be more patient. Its supposed to be center around strong early rifle play with a ton of capping power and infantry. (2x RE and 4x rifles). Then captain, and if I have decent map control, Sturt, at guns (1 or 2) and maybe pak howi if they camp. Then only Sherman's and priests.
It focuses on a strong late game and becomes very hard to break the line with USF at guns that have long sight and lmgs functioning as mgs. With proper positioning and pressure, you can get a very solid base lock going.
It also avoids the weaknesses in fast m20 (flak, puma, sc, STUGE) bc a captain and Stuart together can counter all of them. It also gives tools to remove a forward HQ with capt Stuart and the time on target arty. The high amount of rifles is useful for dealing with ostheer CAS and support weapon usage. Essentially, it trades some shock value for what I see as a long term investment. If I float munis, the inf mines also pair very well with the at guns.
This build let's you cap around and flank mgs with ease, while negating the strength of the STUGE and SC. You can also check some of my more recent replays on how to use this build. |
Recon might be a good idea. I haven't used it in a while. I had planned on dislodging with the priest and the inf arty but I stupidly wasted it on the house for no reason. I thought the pathfinder arty might to expensive to have to drop 2-4 times.
Idk I often quit games too early I think that's one my biggest weaknesses. It really gets to me if I put in like a huge amount of effort and concentration to lose an hour long slugfest. You invest so much just to be frustrated. I don't ever rage in game but because I'm competitive it bothers me a lot.
The build is something I've been working on to try and learn to be more patient, which is very hard for me. Its supposed to be center around strong early rifle play with a ton of capping power. (2x RE and 4x rifles). Then captain, and if I have decent map control, stuart, at guns (1 or 2) and maybe pak howi if they camp. Then only Sherman's and priests.
It focuses on a strong late game and becomes very hard to break the line with USF at guns that have long sight and lmgs functioning as mgs. With proper positioning and pressure, you can get a very solid base lock going.
It also avoids the weaknesses in fast m20 (flak, puma, sc, STUGE) bc a captain and Stuart together can counter all of them. It also gives tools to remove a forward HQ with capt Stuart and the time on target arty. The high amount of rifles is useful for dealing with ostheer CAS and support weapon usage. Essentially, it trades some shock value for what I see as a long term investment. If I float munis, the inf mines also pair very well with the at guns. |
I use the stuart all the time to good effect. Its especially powerful vs OKW. I beat Dbmb with it (g1 in SCK before I got wrekt haha). It's very strong with support. |
Please help me out by reviewing this. I'm especially looking for help with the early game. I know I did some stupid stuff with my sherman, and that I wasn't attentive enough with the Stuart. What else do I need to improve?
http://www.coh2.org/replay/34121/halp |
Thread: Halp30 Apr 2015, 18:09 PM
help |
I'm glad you held him accountable Von. Even good men like Romeo sometimes stray from the path of rightousness (except me) |
Dat priest? |
Antilles950
76561198023368657 |
eyyyy |
Thread: Damn it17 Apr 2015, 19:15 PM
Sorry, I posted it right after one of those games where you feel like you opponent beat you, as much as you lost it. |