A Tiger will help you punch back and even the score against any earlier losses sustained in infantry kills, and usually help you claw back a little bit of ground. But as you say, the Allies can either be prepared for it, or catch up quick. From there it's generally speaking best to back tech to give you more equity against enemy armor. Just because it's the late game, you can't really flip a switch and play differently now that your Tiger has arrived, overall the Wehrmacht are a very defensive faction.
The Tiger isn't your, haha, you didn't defeat me in 21 minutes, thus I win, button. It's merely to supplement your current composition and give you the armor you need to mount a proper counter attack and provide an anchor which allows your core army more width and mobility on the field. |
it almost makes me wonder if relic are really double agents on our side.
guys, DO NOT ANY UNDER CIRCUMSTANCE, break this dumbfoundingly simple login system and god forbid you share any of this, wink wink, nudge nudge.
'cos it couldn't be that easy if they really cared about security? right? like, they're not that incompetent? right?
have an nda to appease whomever has begrudged it upon them but make it stupid simple to crack/compromise? i mean they haven't come out and said anything yet, they did when it came down to mods, and even that in hindsight i suppose could be construed as forced legalese. is this more of the same? |
Ok! Thanks for sharing, and welcome to our shiny new replay section. I’ll just get straight into it:
Personally I like to veto Faymonville, those building can get irksome if the Wehrmacht decide to get cozy in the structures, but if you do play it, it’s important to get control of the center which you achieved admirably. However this started to become a bit of a liability after your 4th rifle squad hit the field, the map was lit up like a Christmas tree, and the Wehrmacht were all over your flanks. It’s easy to make a pretty good induction as to where his forces are concentrated. It would have been a good decision to get your squads going, give up the center and start to push back a little, even if all you can do is force a retreat or two, it’s important to stabilize and keep your opponent off balance with constant pressure applied by your rifles.
It was about this time too that you lost your first RE squad without real purpose they got outflanked in your opponents push and trapped in a building, which did not benefit you strategically or tactically. Try to establish a clear goal for what your troops are trying to accomplish and ask if the goal is worth the price of failure and success. As far as the RE squad is concerned: it’s important to get more return from them, they really suffer in combat and are better utilized as a harasser or back capping unit, or even more importantly: as a sweeper. These are absolutely essential as a single teller can shut down your light vehicles and leave you floundering, especially if you see an early munitions cache.
This is a key point where you have to make a decision as to how you want to punish this as soon as you see the cache; because your best advantage will be unit pressure. I was happy to see the strategic gears turning in your head as well as soon as you cancelled the ambulance. Unfortunately your reasoning led you to a Captain, which I really have to question. The Company tier is a really defensive tier, and the choice of the ATG doesn’t offer you anything against his T2 and even overlaps with the Cpt. Personally I would have loved to’ve seen an M15 here and a mounted, pacey counter attack, run him off the field! He's decided to have less units, so why not prosecute him for it. So far, you’ve played the role of the counter puncher and it’s about time you took the initiate and started controlling the tempo and where the battlefield is.
I did really like the nade unlock though. It did provide you at least a little bit of impact and shock, and you utilized it well throughout the game, it was a shame you only managed one squad wipe around 10 minutes, and definitely gave the PzGrens something to think about throughout the game.
I think you may have agreed with me in game about the Captain too when you chose the Rifle Company. It seemed like a snap decision a… “hmm, what can I do now moment”. Which was also, unfortunately a poor choice. You have to commit to the Rifle Commander earlier since it’s only real strength are the veteran rifle squads, perhaps making the decision to go Rifle after you lost your first squad from a rifle nade would have been a better choice and give you a bit more equity from your commander. This also left you without AB or the mighty USAF. P47’s probably could have kept you in the game, and with a leg up, and go without saying: are the best crutch you have against the Tiger which will inevitably arrive.
The choice of Rifle Company also may have baited you into requisitioning a 5th rifle squad which is a mistake that your economy can’t bear. The USF are one of the most MP dependent factions and the upkeep on the 5th squad held you back from reinforcing, tech, and generally gave you an economic bottle neck and not much return against superior Wehrmacht infantry, which by now were really benefitting from the income provided by the munition cache. Armor is what you need to counter these squads, especially PzGrens without a snare or shreks.
Rifle Company once again seemed to pull you in the wrong direction, E8’s are too far out and a Sherman is going to quickly become irrelevant from the imminent Tiger. By the time your Major arrives, you’re left in a really sticky position where the first unit from your battalion needs to be an M36 Slugger. So, you’re in a very tough situation, because you mid-game choices did not provide you the edge you needed.
Perhaps you could have stabilized, waited out an E8 and slowly counter attacked, after all the Tiger was in dire need of repair, and wasn’t something you would have had to worry too too much about. You did a very admirable job holding it back and delaying it with only a Cpt. and a 57mm, but at this stage I can see the exhaustion setting in and a loss of concentration and squads. I can't blame ya, it's really difficult at this stage of the game, but it did unfortunately seal it for you. I saw a little of this earlier as well, especially when you lost the second RE squad and thusly without the sweeper, nearly another rifle squad fell in an S-Mine field. Don’t be afraid to retreat early if you’re late to a nade, or feel you can’t win an engagement, or even provide the attention you need in that moment. Keeping your squads alive and minimizing losses, is the number one imperative and can keep you in a game regardless of how your map presence is. You can always counter attack.
Please excuse the grammar. I put this review out a little quicker than I normally do. I’m stuck in between a paper and revising for an exam. So just to close, thank you for the game, it was a pleasure to watch, and I hope my feedback has been helpful, if there’s anything I could do to improve, please feel free to critique.
-turbo
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