Where do we check in? How do you determine ranks and brackets? |
i like rifles having the mines... if you're quick (and a little lucky) you can emplace mines all over without giving it away (vs when pios stand still in one spot a little too long) |
It's a trade-off though. Can't have that many calliopes without limiting numbers of true armor. The bigger problem is most likely your lack of fuel control in the mid game... You don't have enough vehicles and have to rely on infantry, so rocket arty is a natural counter |
I struggle with this too. Easiest answer (esp after watching Barton) is ostwind to help carry over to tier 4 and p4 or panther.
I agree that sometimes it seems like the gap between mid and late game for okw lets players that have no business being in the game back into it. This is compounded by no tech call ins like kv8, is2, pershing, etc. |
The fix seems easy enough to me: play the final online and let devm get a trip to Vancouver to see DoW3 in development since Noggano can't leave his country. Devm earned his trip, but you can't blame relic for someone not having a passport.
Besides, it's not like it's hard to get a visa for Canada. It's CANADA. They don't turn anyone away. |
Traveling, so can't watch the replay, but based on your questions I'll try to help a little.
Rifles vs volks is an interesting matchup. Close range, rifles will win, but it usually comes down to numbers, rng, and who is fighting from cover. Later, bars will help, but are mitigated by the volks' stg upgrade. In the early game use different map lanes for each rifle squad to create flanks and 2 on 1s.
I'd recommend going straight for captain against okw to counter their light vehicles until you feel very comfortable with lt tier.
Play cautiously around sturms early and try to force them to advance on your rifles over open ground so you can drop a model or two before they get in close.
Remember that a single rifle grenade is enough to snare the puma and the luchs, so you can seriously limit his light vehicle play just by constantly forcing him to repair.
Finally, neither one of you has access to early MGs, so use that to spread out and control the map early. USF-OKW games have a tendency to flow back and forth. Forcing retreats early by getting 2 on 1s is the key to winning the early game.
Don't let the kubel distract you. If you get an opportunity to jump it, do so, but understand if he knows what he's doing it'll always be capping where you aren't. REs actually do a fair amount of damage to it with their high rate of fire, so don't be afraid to use them as a counter, especially if you can get them in a garrison.
Hope this helps. |
as most of these guys have said, scavenge is great for 1v1. barton used it exclusively during the WPC and his ostwinds were straight legendary.
that said, i always keep elite armored in my lineup. a puma with HEAT rounds can act like a late game TD, which can be helpful if you lose your schwerer. the ability to spot vehicles across the map is also really useful, especially against usf.
unless you're super serious about only 1v1, elite armored will probably have more utility for you. |
Sorry to say that but according to your player card, most problems you face don't have source in inbalance but somewhere between chair an keyboard.
Even with OP Allies (USF) you have 2v2 ratio 0.313
daaaaayyyyyyyyyuuuuumnnnnn |
i'll take a look in between the SNF stuff. |
Greyhound canister shot guarantees squad death
+500000000 |