You take a lot of bad engagements this game, outnumbered or outpositioned. You also lose a lot of units, including your AEC and your HT, because you don't run soon enough, or you don't run at all. It's always a gamble when you leave stuff in danger, and you seem to take too big of risks sometimes. Play more conservatively.
Thanks for the nice words and constructive feedback.
I could also feel that I was not really "in the zone" during this match and completely agree that I was overextended. One of my primary weaknesses at the moment is probably my resentment on being behind in capping which leads to a lot of unwise splitting and ninja-capping moves rather than accepting small setbacks and make stronger and more committed pushes in fewer areas. you know, big picture stuff rather than short sighted decisions
I used the special weapons because I saw it being popular in the current tournament, but it might be time to realize that I am not Helping Hans or Aimstrong so the mobile assault commander might work better for people on my paygrade
After a decent amount of sucess with OKW and Ostheer I've recently decided to cut my teeth on the UKF in 1v1s and it has been going okay, but by no means great.
I realize that I'm not doing a stellar job in this particular match and if anyone could give me a general review and advice that would be very nice.
Futhermore I would very much like if someone could give me specific feedback on the following points:
- lacking straight up smoke abilities, what is the best way to circumvent multiple mg42s on open maps like crossing in the woods?
- How does one cope with long range rifle grenade spamming? I lost a lot of men and squads to this and suspect it might have been partly to do with fighting on more fronts than my micro could manage. by the time you get the grenade warning it seems like it is too late to react.
- How is my general build order?
- Would another commander have been more appropriate or should I just have used this one better?
After a decent amount of sucess with OKW and Ostheer I've recently decided to cut my teeth on the UKF in 1v1s and it has been going okay, but by no means great.
I realize that I'm not doing a stellar job in this particular match and if anyone could give me a general review and advice that would be very nice.
Futhermore I would very much like if someone could give me specific feedback on the following points:
- lacking straight up smoke abilities, what is the best way to circumvent multiple mg42s on open maps like crossing in the woods?
- How does one cope with long range rifle grenade spamming? I lost a lot of men and squads to this and suspect it might have been partly to do with fighting on more fronts than my micro could manage. by the time you get the grenade warning it seems like it is too late to react.
- How is my general build order?
- Would another commander have been more appropriate or should I just have used this one better?
Thanks in advance.
P.S. I apologize if I have gotten this wrong, but it seems to me that I first have to upload my replay to the general replay thread before I can post the URL in the advice thread right?
Not as OST similar ability. When you lost 4 osttrupens and got 6 new.... Perpetum mobile with alchemic stone in one. With SU ability you only got what you lost and nothing more.
I'm not exactly sure what you are saying? My question was if it is true that the merge ability effectively is registered as a "kill" so you can abuse this to quickly max out the potential of rapid conscription.
I haven't watched your game yet but in your defense I would say that the adv. emplacement commander with sim city strat is certainly beatable in 1v1, but it is extremely slow and unfunny to play against.
With Ostheer it is somewhat easy to push off with stugs, well places flamer ht and getting LoS by spotting scopes or sniper. With OKW it can be much more of a drag having to use several IsGs constantly barraging a bofors that is being repaired by the engineers from a forward HQ or finding the hairfine line where rakentens can attack ground it without being within range of the meat grineder.
Furthermore if they manage to support it with a mortar pit the fun times really start rolling along and you constantly have to reposition your weapons whilst still maintaining a presense somewhere else. But if all that micro is done well it can really pay off by setting the brit player back with... 280 mp and 80 fuel that can be rebuilt in a matter of minutes...
For all the mistakes Relic have made, I think this commander might be the worst. The real sin of this is not that it is a completely overpowered p2w commander, because I don't think it is. The real sin is that it is simply not fun to play the game when it turns into a slow grind with this commander. A few games of this and you are just about ready to uninstall and THAT is a fundamental flaw when a viable strategy gives you that feeling for a beloved computer game.
Problem is that they will bleed you manpower in the long run, just like Cons do(unless you use Rapid Conscription, then you got yourself a perpetum mobile, lol), because Cons are just trash, especially later on. Early on, it might be helpful, if you can spare the micro. Later on however, especially OKW infantry just rapes Cons without any effort at all(especially now, when the Maxim takes like 10 sec to suppress Volks and gets raped by Obers from the front), so having your elite squads tainted by the smell of Conscripts is just not very helpful, because you will be under constant bleed.
I tend to leave the Cons out completely when going for Penals, they just seem redundant, and require fuel to be useful, which considering how sh*t they are, really isn´t worth it, unless you build 3 or more. It is far better to back-tech to Support Weapon if you want some backup plan, at least IMO. They are decent against Ost though, because Ost has decent counter to Penal spam, unlike OKW. You can flood the map early, steal garrisons, build some annoying sandbags and build up later on. And also, Soviets without Conscripts once in a while would be a bit shallow.
I think Loop is right, based on what I have heard so far. It is good for team weapons. On the other hand, if your team weapon gets attacked in a way that forces you to do this, it is usually better to retreat it anyway(unless you want to sabotage your opponents army by giving him a Maxim, heh), rather than leaving it on low health after, for instance, taking a mortar hit.
I think I agree to a certain extent. The cons merging is certainly more viable with rapid conscription and against Ostheer because they get severely outclassed by late game OKW infantry. However many doctrines give Conscripts other usefull abilities which makes them viable in supporting roles throughout the game. the combination of rapid conscription, ppsh package and repair kits that you get in the reserve army can make them decent all rounders and make combat engineers almost redundant (apart from perhaps one to place booby traps).
forget AEC, the unit is a hunk of junk now. Either go bofors to hold your cutoff or save fuel for fast cromwell.
you can survive mid game with 6pounder + sniper + mines.
Is an AEC not still able to two-shot a 222? I agree that it has been better in previous patches but it has certainly also been worse and I personally think it provides a fine amount og firepower and supporting abilities (smoke and thread shot) for the cost.
Wow that makes it really bad for reinforcing anything but team weapons then huh?
I don't think it makes it really bad, just not crazy OP.
By merging a new conscript squad with for example vet 3 guards, you are still able to keep that team in the fight without withdrawing them. Sure, they will not be as hardcore as if they had reinforced at base, but they still stay on the battlefield for longer with all their abilities and weapons and the conscripts in their squad has reinforced their survivability for only 20 mp/model.
They get the same weapons as the ones they merge with, but retain other stats of their class like armor (not sure about accuracy?)
As Maret mentioned this is a good ability to keep your team weapons in the field and if you're using rapid conscription, completely merging rookie squads into seasoned ones is a good way to avoid choking your pop cap.