Ok. Here's a review that I write as I watch. It's going to be tough luck, but I mean well so please don't take offense
-First off, you forgot to bring bulletins and your doctrines are not great. your ally chose, better so you might get inspired from him.
- You get 3 mg's of the bat, where I would probably recommend you get t1 and some grens in stead. Furthermore you use your mgs waay too agressively, which means that they don't do much and have to ecape. mgs are generally not used for capping and should be kept behind your own teams infantry, so they can supress before getting killed of.
- you lose your first mg to the enemy at the 3 minute mark. This is a disaster so early in the game. Looking a team weapon is almost like loosing two units, if your opponent manages to get it so your team is already quite behind.
- and sorry, but that bunker made no sense. First of it's way too early to spend manpower on mg bunkers, when you don't even have a medic bunker in base and secondly it is very ealily flanked and destroyed. Wait with using them untill later, and place them covering a strategic point from an angle where your opponent cant just walz around them with no problem whatsoever.
- blobbing sometimes work, but blobbing mgs like you did made no sense. in general you really have to reflect on how you use your team weapons and use them more as a supporting role.
- Your second mg lost before the 6 minute mark.. And this mainly because you are not using them right.
- 9 mins. your ally seems to be doing most of the pushes, and the few units you have left are kind of holding back. I can's read private chat, but it's important to communicate and make organized attacks on your opponents. From what I see it looks like you are each playing your own game. and both your opponent have more than twice the amount of units/pop cap as you guys at this point.
- the bunker strategy and stationary team weapon placement that you both are using is extremely bad against a brit player with mortar pits, which is the main reason why you guys are dropping manpower hand over fist. The counter to the brit defensive strat is high mobility and flanking. scoutcars and flamer halftracks could have wrecked havoc on them.
- 17:50 you know the white fizzy gas dropping on you? That's not normal smoke but poisonous phosphorous, which won't directly kill your men, but drop their health to 1 hp, which means that a hard sneeze from the opponent will kill them. don't run your men through it!
I'm sorry, but I don't think it makes much sense watching any more as the game is essentially over at this point.
What I think you should work on:
- Mg positioning. don't move them around in groups and keep them behind your normal infantry, so they can suppress without being flanked.
- bunkers. Don't build them before you have locked the specific area down and just don't build them within range of a mortar pit. The only bunker you absolutely DO want and which neither you or your opponent got, is the medic bunker in base that ensures you are not sending out severely wounded units and just serving up your manpower to your opponent on a silver platter
- make more diverse units. pgrens are insanely expensive to reinforce so grens will often me more reliable as a core combatant.
I hope this small review is of some use and if you have specific questions don't hesitate to ask