Alright! Let's get started. I have reviewed your initial replay, but be sure to get in touch on steam so that we may determine a schedule, program focus, and just work more closely.
You adapt a very intriguing, sort of... preemptive playstyle which demonstrates a lot of foresight and and an understanding of the game, but that may also leave you vulnerable. I think that is the main reason you find yourself unnerved or confused during the mid-game, simply because you are presented with so many options that it's easy to choose the "sub-optimal" one, such as your howitzers for instance. I'll explain more, later in the breakdown; I just want to address some of your tertiary concerns first about synergy and commander selection.
Your commander choice was fairly solid I would not worry about it too much, personally I think in a 2v2 with a USF player an IS2 a must, you'll need that sort of heavy armor on the field to complement their support weapons, or if you go terror, trying to break through with a flame tank may be a better investment, but otherwise your load out is more than competitive. So, personally I think... "synergy" is a bit of a misnomer, because for "true" unit and map synergy to appear, just for sake of example, like, your USF player taking a choke point, falling back and then you taking up the position with your T2 defensive units, such tactical execution requires an EXTREME degree of cohesion, and understanding both personally and of each other. Generally speaking in my experience, if you can do your part on your side of the map, or recognize when either of you are getting double teamed and shift to adjust, employing a "standard" or core build and going from there will be more than enough to contribute to the "team" aspect, so I wouldn't really worry about it too much, but if you do want to improve in that aspect, it won't be done in game. It will occur outside game, having talks and building that understanding and communication about what you want to do.
So, going into more depth regarding your personal play, I'll say first that this was a very interesting game to review, since you had a different mindset going into it then I usually see. The defensive, creeping style you employed can work wonders against an entrenched opponent, or one that is too antsy to advance. This of course sets you up to choose when you want to assault and take the game by the scruff of the neck IF… you have the units to do so, which I’m afraid at no point in the game you really had. It began, and was sort of exacerbated by the early cache which is generally speaking, always a mistake, because you won’t have the map presence to defend it, and it is costing you precious manpower you will need for units. It was only active for around three minutes, and at +6 income, did not really gain you any resource equity and again prevented you from having another squad on the field.
Personally, I think you adapted too early leaving you with a strange set of units, and that’s why you were stuck trading mortar rounds blow-by-blow which in my opinion is a very "ughhh" sort of situation to be in. It is also why you were left wondering what to do in transition. I prefer to dictate the tempo of the battle, and more importantly where you fight. It’s easier having that sort of control, instead of reacting, but again it requires a core set of units. Perhaps two weapons teams, three conscripts and an elite infantry squad will suffice, you had most of that, so infantry wasn't really the issue, after all, you managed to hold your line for twenty minutes. The key that was missing I think was your light vehicles. I’m not sure if you requisitioned anything out of T3 which is very wasteful. Call it hindsight or perhaps wishful thinking, but I suspect you could have routed them from the center with either a T70 or perhaps SU76’s with their barrage, which would have also deterred those pesky panzers.
You did well however recognizing the holes in the line and realizing you had to make some sort of play (indicating so, and just general tactical decisions to your teammate could be an area in which to improve synergy) taking the other option which was swinging out along the flank and stretching the line with your shock troops, which was a great play and gave you not only the width, gave you room to breathe from the constant barraging but it also cut off their resources, and by mining the approach as you fell back, not only defended your flank, but also bought you time whilst chipping away at their infantry. After all, stormtroopers are really expensive and you really bled your opponent, which was really brilliant.
From what I’ve seen so far you execute well and have a fairly solid grasp on the early game, but having a concrete plan for what you wish to do in transition, be it, IS2’s or what have you will help, but it will first require getting more familiar with the game clock and map control to build a better feeling for timings which will be beneficial to your play, but we can work on that in our one-on-one sessions. Again be sure to get in touch over steam so we may setup a more concrete understanding and debrief in real-time.
Profile of turbotortoise
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Broadcast: https://www.twitch.tv/turbotortoise43
Steam: 76561197977344631
Residence: Canada
Nationality: United Kingdom
Broadcast: https://www.twitch.tv/turbotortoise43
Steam: 76561197977344631
Residence: Canada
Nationality: United Kingdom
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