Too many chokepoints, enclosed map makes it so jacksons have difficulty pathing, buildings are also difficult for USF to clear or hold, fuel point is somewhat difficult to cut off.
Yes, this. OKW also do not want to play this map. It is a map that favours MG spam and Mortars. Remember how annoying it was for you when he pinned you in your base for nearly 10 minutes with just an MG in a house? Just the veto the map, my friend |
Tried it, great early game harasser, little else.
Volsk blob spam just violates everything. it keeps the aec at bay. I feel like uninstalling this game at this point, the spam blobs are really killing it for me.
You need to counter the Volks Blob with your ISs. Use the AEC against his vehicles only mid-late game. Mortar pit and MGs are good for putting a stop to your enemies' blob tactics. Stick with it man, you're doing fine. Every defeat is a learning experience. |
While we're waiting for Icemanjoker, I also took a quick look at this. I'm by no means a top player, but I think I can offer you some advice.
There are lots of little things I would have done differently, but overall you made three main mistakes:
1) You never dealt with his sniper. Your first engagement with the Stuart should have prioritised the sniper.
2) You never equipped your Riflemen with BARs or Bazookas, yet had all those hundreds of munis.
3) You repeatedly tried to assault entrenched positions. You lost a lot of MP getting your cut-off to the left side/top, but then lost even more assaulting his cut-off to the mid/bottom/right. Why? You had all three VPs, the ability to throttle his fuel, but instead you suicided into the building on his side of the map.
All of this meant that you didn't have adequate support for your Pershing. You over-extended the first Pershing, so your AT couldn't help v the Panther. The fight was really over then. You needed Jacksons to support it, particularly with a Tiger Ace on the field, and the second Pershing never stood a chance 1v2.
At those points where you felt you were doing well, forcing him off territory, you kinda were...BUT you were losing MP and whole squads, and your opponent wasn't.
EDIT - Also, Semosky is the WORST map for USF - veto it.
Final EDIT - Also, if you had teched to Major, you could have had a retreat point on the middle, rather than back in your base. |
Oh, I almost forgot, I played a 2v2 against double OKW where between them thy built NINE kubelwagons right off the bat. The map control was ridiculous! Sadly for them, Kubels die to zooks pretty darn quick, so it didn't work out well against my US troops, but it was clearly something they had planned, as they both had stuffed their bulletins full of Kubel bulletins! |
I've been on the receiving end of some interesting builds recently. I play at around ladder rank 1500 - 2500, so not top-level, but some of the stuff I see is decidedly non-meta AND effective (at least against me).
One guy had three bulletins to improve rate of fire and accuracy (I think) on Rear Echelons, and didn't build a single rifle squad - just spammed REs and utilized mass-use of the suppressing fire ability! By the time I had 3 Gren squads, he had 5 REs and was starting to equip them with LMGS - holy DPS, Batman!
Another guy actually used the Assault Grenadiers from that Tiger Tank commander against me on La Gleize Breakout. The narrow streets and many twists and corners meant they were hugely effective against my rifles. He never built a building; just used all the call ins.
On guy in a 2v2 as SU produced two snipers and 2 guard squads, and his team mate produced another soviet sniper plus Shocks and Conscript assault. They supported each other really well, made use of flares to scout ahead, and my friend and I just could not deal with losing three men per sniper volley from each squad, and couldn't get on top of the snipers with anything but indirect fire!
Finally, one Brit produced three Infantry Sections, two Tank Hunter Sections, and AT/MG support. I'm not used to so much infantry from a Brit, and it was tearing my poor Grens to pieces! |
The panzershrek spam by that point of the game is too big of a risk, but, maybe i need to try it and see for myself. If that thing is still horrible vs infantry, then it's a write off.
The key to using any light vehicle is to keep it supported, I believe. Every faction has an Anti-Tank option with infantry and AT support weapons. The AEC is excellent at driving off or destroying any other light vehicle, and can provide good support against the Shrek-spam, but it should be behind your ISs at this stage. Don't forget, it's 90 munis per Shrek. By the time OKW has 2-3 Shreks, Brits can have 2-3 LMGs on their IS (cheaper muni-wise, but do require researching).
The AEC also only costs 50 fuel! Yes, there's the requisition cost, but some players are actually rolling 2 AECs in the early game, mirroring Jesulin's double Stuart tactics. |
For Hans |
Listen vet carefully I shall say this only once. We must it ze germans on ze fuel points so zat ze British Airmen can escape!
Seriously would like to see a more serious version of this made by relic though.
You stoopid wooman! Can you not see I am comforting zis poor girl because she 'as lost 'er sauasage?! |
Uh...you probably know more about this game than I do, but here's my thoughts. Economic Resistance seems OP, particularly when used on Ammo and Fuel points. Amelie is called in too late to be of much use; snipers are an early game unit, not usually seen at 11CP. AI controlled units seem a waste, easily countered if stuck on a point. Finally, there's no vehicular call in (which I suppose is in keeping with the idea, but will put players off). |
As both Brits and Soviets, you need to decide what your role will be in the battle. You can't be the jack-of-all-trades that USF are.
Brit Infantry Sections specialise in defence, getting a buff to their rate of fire when in green cover, and having nece dps at long range (particularly when upgraded with Bren LMGs). The work best setting up defensive positions behind the main line for your allies to fall back to. BUT they CAN be used offensively. Commandos, the AEC, the Cromwell and Hammer Tactics / Comets all work well on the offense.
With Soviets, the current meta is MG spam. Three MGs are common in top 1v1 matches, from watching the ESL tourneys. HOWEVER, I do believe there is a place for T1, particularly if you are struggling to lock down fuel. The Sniper team has an inherent advantage over Ostheer snipers, in having two men, and Penal Squads do more DPS than Conscripts, plus can be upgraded with flamers.
I recently faced sniper+Guard spam from a SU player, and it was super effective.
Also the SU-85 is a very good tank-destroyer, particularly when it vets up, as it gets increased rate of fire. If you want something with a turret than can do similar damage, and is also effective against infantry, try an IS-2. |