Lierneux is horizontally divided into three parts, forest, city and open field. This can be used to your atvantage, as each of those parts hold different ressources.
Holding the house directly unter the fuel is certainly strong, so I would advise the Ostheer player to rush this house with Pios and then put an MG in it. However, if you can not get this house, I would suggest trying to cap both ammo points and the VP in the forest. In Lierneux it is easy to get both ammo points in a single attack, as they are next to each other. If you hold them most of the time, you can get all the light MG42/Schrecks you dream of.
The OKW player should in my opinion rush the northern fuel with Sturms, and use his Volks to cap the open field with the 2 VPs and many strategic points.
Note that different units are good on different places on the map. Dont get snipers if you want to fight in the forest, but they are very good on the open fields.
I also think, if your opponents use most of their ressources to camp in the buildings in the middle, they may have one fuel, but not more than that. So you can always harras them in the forest, while you dominate the open fields and have 2 VPS. So you can easily wait until you have heavy artillery and then shoot them out of the city.
I hope this helps you. |
Penals were originally 360mp and they beat grenadiers in a long range fight, but Relic decided to reduce their cost and turn their SVT 40 rifles to more of a close/medium range weapon, they usually need VET 2 or 3 to be effective on the field, otherwise they just die, and if you build a T2 to get some AT, you are going to delay your teching very much and probably get pushed of the map if you get too many penals
(Their Veterancy increases their accuracy by total of 60%, so if there are some LMG´s laying around on the ground, pick them up with penals, and you have a squad that shoots down everything, like the original Obersoldaten, since a LMG 42 has good stats, but when you increase its accuracy by another 60% its going to be godlike)
I have been theorizing that one should combine Penals with the Brits doctrine that can call the truck that drops weapons to make Penals with too LMGs (or what that gun is) each. |
I would say this makes no sense from a game design perspective. When you can switch the Schrecks on and off, there is no real choice in upgrading them anymore. I mean, you still have to pay the ammo, but you do not have to decide between an anti-infantry and anti-vehicle squad anymore. Also, popping the Schrecks when a vehicle is near you is already very strong, now imagine being able to do this all the time.
They may be a little bit on the weak side at the moment, but there is no reason to give the players the ability to create a Panzergrenadier blob that can shred both vehicles and inf. Prioritize Vehicle would be nice though. |
In my experience, vs. OKW the scout car gets more significance, because if you rush it, you can try to chase down their kubel right away when they are don't expect it. It loses its power against more experienced players, as they won't expose their kubel so hard, and are better in escaping with it, but it is still a threat until OKW gets their shrecks or a raketen. I prefer to build only one penal squad, as they have no AT-nade and can not shield the M3 from a 222 or a Puma.
If you still have the M3 in the lategame, it gives some nice utility dringing your engies around the map and laying mines. You can also ferry squads to the front if you can spare the extra micro, not often against good opponents though. |
I think the biggest mistake you made where the techchoices. You went Kübel ->T2 -> Flaktrack -> Puma -> T1 -> Jagdpanzer, and later you rebuilt jagdpanzers and pumas when you lost them. Let us review your decisions in order:
Kübel: Kübel openings are generally ok, however if I would build Kübel, I would build it as the first unit. It loses its shockvalue fast. Also, when it hits the fiel early, you can drive to their fuel and camp the pathway they usually take. You pin the squad walking to their fuel, so your opponent has to retreat it, loses caping power and has to commit troops to dislodging your Kübel. As you noticed, having a Riflesquad with Vet 1 on the field makes the Kübel's life already hard.
T2 -> Flaktrack: This is a perfectly valid openig as well. I generally liked your flaktrack play, but I prefer setting it up on the move with stop instead of with attack move. With stop, you can set it up very far from the enemy, giving them no chance to riflenade. With A-move, it drives next to them sometimes. Losing it to a mine was really hurtful. If you see M20, get minesweepers. If you see M20 planting mines, GET MINESWEEPERS. Generally, I did not like you using convert to fuel, the munition would have been better used in mines, as you pushed back the opponent often, and sweepers.
Puma: Puma was a really bad techchoice. Your opponent only had an M20, which was no threat apart from mines, everything else was riflesquads. You can try to kite riflemen from afar with the puma if you deactivate focus vehicles, which deals some damage, but you can get rifle naded and in any case its not a good investment for 70 fuel. The only case where it would have done something if your opponent goes flaktrack after M20, which delays his tech. However, you can fight that with schrecks and maybe a raketen, and you can always build a puma in reaction if you have to.
T1 -> Jagdpanzer: Going T1 after T2 is classic for OKW, as you need the regen and you can use the Jagdpanzer against medium tanks. You should have done that immediately after Flaktrack, no regen really hurt you. You could have built the puma after T1 if your opponent would have fielded stronger light vehicles, but I would have skipped it. I think you could have just gone T3 after T1, as your opponent was quite far behind and only got is first Sherman at minute 20.
What would have been really strong would have been a Luchs. As long as you avoid mines, you can chase harassing riflequads or blobs all day long, forcing your opponent to tech at least bazooka, setting him behind in tech. T2 -> Flaktrack -> T1 ->T3 -> Luchs is slow, but in this case it would have been the right call.
Now lets look at your micro. I often saw you retreat late in fights, making you lose Vet schreck squads. When I see a battle, like 1 Riflesquad vs. 1 shrecked up Volkssquad in close range, I immediately think about wether I can win that fight. In this case the answer is no, as Rifles are generally stronger and are good at close range. So I hit retreat at once, not after I have lost 2 models and the others are low. I dont need to see again that this fight is unwinnable. Sometimes you even walked with one squad into fight. Its better to run and fight another day.
I think you really lost the game when you set up your T3 aggressively. You had not much to scout in front of it, so you did not see the rifleblob coming. Your opponent made the right choice and drove all his tanks into the fight, killing the truck and setting you back in tech. Better set it up safely in base if the battlefield chaotic, tech is more important that the gun.
Concerning the Infrantry Support Gun use, the ISG is much better in direct fire than indirect fire. You should put it at the end of long lanes or open fields where your opponent often attacks through. Then it is much more accurate, and often pins blobs and forces them to retreat. I think your ISG made like 5 kills all game, because you used it as a mortar.
I hopes my critizism is not too harsh and helps you. If you have more questions, feel free to ask them.
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