Tank-Hunter Tommies getting an Elite PIAT upgrade after weapon racks would also be a good idea.
That is true, Commandos can cloak in camo, which is dangerous. It might be worth it though, considering just how unusable PIATs at the moment. Alternatively, the squad could be reworked to disable moving camo and switch the bonuses. |
Early Game
1) Why no Pathfinders? They are solid at range, glue them to a Riflemen squad. Also, the extra line-of-sight they have is invaluable to avoid bad engagements (e.g. retreating your M1 ATG from incoming blobs, running your Stuart from the incoming Puma).
2) You teched for LT, but paradropped an M2HB. Sure, it does cost less manpower (125MP + 4 RE models (80MP), for a total of 205MP), but the munitions that it costs (50MU) is invaluable, especially because you went for grenades. 50MU is one to two grenades, which could have won you one or two fights and saved you more MP is the long run. Paradropping an M1 ATG (after you got your Stuart) and using it to support your vehicles would have been a better choice, as it would stop your opponent from being too aggressive with his Puma (e.g. jumping on your Stuart).
Mid Game
1) You tech weapon racks at around 14 min, but got your first wepaon (Bazookas) near 30 min. The main issue is that you have no munitions in the bank to upgrade your units. Try to time the upgrade; this way you can get a massive powerspike in terms of infantry firepower (e.g. save 180MU, get 3 BARs at the same time). Also, grenades work when your opponent isn't paying attention. Thus, I ususally tech weapon racks first, then (if I'm floating munitions like crazy in the late game) I tech grenades to capitalize on late-game fatigue.
2) You dropped an M2HB near the right fuel at the 28min mark, but didn't immediately crew it (and it got stolen at around 29min). With how your opponent blobs his Volks, that one action could have won you the engagement.
3) Your opponent got a Stuka by 20min but never used it until 37min. Consider yourself lucky he forgot (or it would have wreaked havoc on your team weapons).
Late Game
1) Concentrate your forces. Angoville is an odd map (as it has no middle "lane", and instead has left and right), so focus on just one side of the map (and poke into the other side when you are strong). On conventional maps with left, mid, and right, focus on just two parts. This is especially true when you are behind (e.g. your opponent wiped a lot of squads or destroyed a lot of vehicles). Sending one Rifleman to the right for no reason nearly got it killed (and you could have used it to help hold off your opponent's Volk blob that pushed you out of the game).
TL;DR
Team weapon usage
Your team weapon usage is why you lost this game.
Never use team weapons alone (unless it's the late game and you need to lock down a VP with an HMG while you try to win the other VPs). Always use them in conjuntion with other things, like infantry, other team weapons, vehicles, you name it. They are support weapons, designed to support your other units. They don't work very well alone (e.g. they get flanked, die, and then get they get stolen).
Don't leave them stationary either (e.g. M2HB camping right fuel/right VP for most of early game, M1 ATG camping left side of map while your M4A3 Sherman died to a Puma and a faust); use them to support your attacks as well. As an example, your opponent did this very well at around the 25min mark: M2HB and M1 ATG (both stolen, FeelsBadMan) supporting his 3 Volks and Puma.
Also, because ATGs suck against infantry, toggle on "Prioritize Vehicle" so they don't waste shots. near the end of the game, your M1 shot at an infantry squad and gave your opponent's Panzer IV the opening to flank it.
Next game, focus on improving this one aspect of your play. Constantly ask yourself, "Where are my team weapons?" "What am I doing with my team weapons?"
Good luck on the battlefield! |