You can post it on youtube.
Thanks for the comments, I believe I wasn't aggressive enough throughout the game because of the HT/priest. I need infantry to screen in case of a tank destroyar or AT infantry flank. One of the advantages of mobile arty is the speed to retreat, and I need to take that into effect in playstyle. I chose two, because of the increased availability of long range smoke/fire. I assume riflemen should have been the majority of smokes.
I'm worried about equipping riflemen with too much. I love the smoke/grenade/flank tactics that around 80% of my army can do, smoking off AT pieces, HMGs, or tanks with a hero rifle is very fun. I guess winning the battle "here and now" is more important than saving for a "what if" situation.
I'm not a big fan of the 57mm, no mobility. But I guess the munitions from bazookas have to be saved for something else more important. Also I can protect my arty pieces much better. Hmmmm~
I build the caches early because I should not be bleeding manpower with green cover.
- You can keep 50/80 amo in bank but not 250 like I see in your game... Even more when you build a ammo cache, you know you'll never be dry of it
- ATgun play is difficult but you must learn it, Zooks will be never be a good option alone and you not always has a jackson ready.
- If you scout you know if a TD is on its way. You also need to mentally calculate his potential level of fuel. => the game is balance in fuel control, you have 200 fuel so far, he probably has the same amount. He went T1 so 25 fuel + T3 120 fuel, + 2 trucks, 20 fuel -25 fuel start. he has less than 100 fuel in bank.