Thread: Brits29 Sep 2015, 18:57 PM
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Just wanted to add that Osttruppen with a 251 HT can work nicely agaisnt Snipers, as Osttruppen are very cheap anc quick to reinforce, and being 6-man squads can take a hit from double snipers without having to retreat. Being quite cheap, they also help with getting mapcontrol, which a soviet player with snipers should be low on. |
I think Australian is correct, the upgrade in Tank Hunter costs 60 munitions for 2 PTRSs.
Now that the PTRS upgrade doesn't completely ruin the Anti-infantry firepower of Cons, it may be worth using actually (tho I'm not sure i'd use it primarily to fight infantry). |
yeah, the lethal radius for the 120mm was lowered only slightly. |
Alright, here are my thoughts upon watching the replay:
- doctrine choice: needlessly early, and not a good one. The Mortar HT and Pak43 could be useful on this map, but the Pak43 is hardly needed against USF tanks.
- at 3:20 you lose a Gren squad because you don't retreat in time. That sets you back a lot.
- the Mortar I would normally approve of, but this is too soon, especially since you just lost a Gren.
- at 4:55 he runs his Rifle blob into your Gren squad. You should've just retreated right away here, yes your Grens are in green cover, but you don't stand a chance here.
- 8:25: your opponent gets Bazookas. This is a HUGE overreaction to your 221 (you can't even afford the 20mm upgrade at this point), and he has a Captain too.
- second Pio squad? what for? Would've been much better to just get another Gren, or even a MG.
- you get the Mortar HT in addition to your regular mortar. Just no. At this point, you fighting troops to beat back the blob, not indirect fire.
- 10:50, you send a lone Grenadier to engage 3 squads of Rifles plus a Captain.
To summarise, I'd say that what lost you the game was a lack of force concentration, sending lone squads to die, and just not enough frontline troops.
The MG and 222 didn't pay of at all.
What you should have done, especially once you saw the Bazooka-spam, was to go for a heavy infantry build- lots of Grens with LMGs, maybe even Panzergrens, and a Pak to zone out the Stuart. |
Australian Magic is right, playing Ostheer against USF is all about realising you *will* get clobbered in the early-to-mid game, but also that you're very capable of making a comeback.
So, don't get frustrated, concentrate your Forces (i.e. stay close enough to Support each other), Focus on keeping a Minimum of 1VP, 1 muni and 1 fuel point.
Typically the tide will begin to turn once you get Paks and vetted LMG Grens. I find Mortars to be very helpful against USF, but MGs not so much - use two or none at all.
And the Stug E is downright OP against USF.
Once you've stabilised and regained some territory, the usual playstyle is to wait for a Tiger to seal the deal, however Panzer IVs, well-supported, can also work nicely.
I'll also take a look at your replay tonight, and see if I can give more specific advice. |
I generally use the infantry-buffing doctrines (faster cooldown, better accuracy etc.), as they affect units I will always be using and may just help me win some engagements.
Sometimes, I get a Mortar accuracy one too, just because I love mortars. |
/facepalm |
I'll gladly take a look at the replay when I get home, but just reading your post tells me there might be a strategy problem.
For one thing, your core group doesn't include anything that can handle late-game OKW infantry, nor does it have anything that can handle a Panther or such.
What's more, you say you got a Major, but no units from the Major building? |