Looks like noone else has picked this and seeing how I'm a fair bit higher ranked on 1v1 OKW I suppose I could help a bit.
First of all Faymontville is a bit bad for OKW as statistically they loose more than they win on it. It is not too bad though, but if you find yourself consistently loosing on this particular map then consider veto.
As for your early capping.. Starting as the north player you have to quickly cap the point directly south of your base. this is a vital cutoff point and you will get noting from any southern ressource points until you capped this! Also send at least one squad to cap your own fuel. you didn't get this before the 8 minute mark and at this point you still needed almost another minute to actually cap your cutoff. So within the first ten minutes of the game you were already immensely bahind on ressources, which is much more punshing for OKW than for soviets.
As you also early realized is that a soviet opponent who is allowed free rein of your side of the map is going to give you a bad time with demo charges. As such your first munis should almost always go to sweepers for your sturmpios, and try to cap point from odd areas. The wipe on the 11.30 mark however would have been hard to aviod for anyone but the most experienced players so don't sweat it.
about 12 mins in. This might be a personal preference, but I personally wouldn't be building a schwere panzer before I could actually get some armor out almost immediately after. Also you know both from his bullitins and the shells hitting you that the guy likes his 120 mm mortars, so the schwere should probably be more defensive. I'm writing this review as I watch it so I won't know what is happening, but I imagine those mortars will give you a bad time.
almost 19 minutes in you hit the second democarge loosing almost two squads. your mg34 was actually shooting the the engineers while they were deploying this and seeing as you had already met one demo charge, it is harder to excuse this misplay.
I must say you have some pretty ingenious and unconventional picks to counter your opponent. The infrared HT helps your ISG locating the moratars and harrass them and after loosing your pz4 the jagdpanther seems like a pretty good choice. On the other hand you are seriously missing infantry at this point, relying only on a single vet 5 volks. the rest of your army consists of armor and support weapons which makes capping and combined arms very difficult.
After this point the opponents lead in ressources veterancy and pop cap simply let him brute force his way to victory and did't do this in a very elegant way as he suffered a lot of unnecessary losses. But seeing as you had been hamstrung almost from the beginning it was still possible.
You did do a lot of things right and adapted quite well to some of his units. work on your capping order, sweeping and late game composition and you should be able to move upwards
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