I would also add how I determine which building to go for.
The soviets are a team oriented faction, so playing off my teammates is my first thought. If I am paired with an American, then I will go T2 to support their elite infantry with support weapons.
If I am with a Brit, I will go T1 to use Penals and let the Brit bring support weapons. The British seem much better equipped to play defensively.
And if I'm with another soviet I will do the opposite of them. The other comment here was fantastic in terms of describing the general build orders. Just remember that in general the soviets are so much better at supporting roles rather than leading ones. Our equipment is weaker, but we make up for it in dirty tactics and raw power.
This 43 metric ton machine is an absolute UNIT. The ISU-152 is arguably the best late game soviet tank, however I find that I struggle so much using it!
To start of with is the speed. Holy hell! I think molasses in a Minnesota winter moves faster! Clearly this beast is only meant to be used head on and at a distance. So how can I cover my flanks better? I find ways to use PTRS Penals, guards, mines, at guns, Su-85s, T-34s in a combination to protect my lovely tank. This tank takes up almost all of your attention and micro because of its cost and awkward nature.
I want to make this relationship work! The ISU is a beauty, but maybe too much for me. I seem to get caught with my pants down one way or another when I try her out, and am left with a burning pile of crap.
So, any soviet comrades care to share how they use the mother of all Russian armor? What types of scenarios work best and tips on how to more effectively use the unit?
No problem. OKW and USF are hardcore snowball factions, but between the two OKW is the best at it. Once they get rolling..... It gets way harder for you. Best thing you do is stop the snowball instead of trying to match or outlast it.
As OKW, you HAVE to go for wipes on riflemen squads or officer squads, kill the enemy ambulance... Those kinds of things..and it has a similar effect. The game will just go way easier for you.
just wondering, would you have recommended 1 less shermann and 1 more jackson to deal with the panther? or something else anti tank
at 7:11 you threw a nade at the sturms in a house when it was the only engagement going on. If youre going to do that(which means the enemy will clearly dodge it) aim at the door theyre going to bail from, not towards the middle of the house. You'll get ez wipes that way
around 11 mins, you move your m20 back because of a puma while nading the church with an MG in it. you couldve kept your m20 around so it couldve wiped the wounded MG, but again you let your opponent off the hook
You wipe falls then lose a rifle right after
You catch a ow health two man fall squad at around 16:37 with your m20 and let it get away
At 19 mins you let another fallschrimjager get away
26 mins another wipable fallschirmajger gets away
Tw oo shermans was unneccessary when you have m1919s and pack howitzer. which is why the panther bulled you so badly
You may not have known but you had a massive mobility advantage over this okw player to the point where you couldve literally just charged from multiple angles with your shermans and then used the M20 jackson to finish any armored survivors... in addition to that you were floating 1.3k manpower. Buy fuel caches.
So to summarize you basically let him get away with a ridiculous build of fallschrimjager spam and no battlegroup HQ healing into panther because you didnt go for enough wipes.
The early game engagements didnt go well. You both made bad mistakes in inattentiveness.
This next part is depressing;
I put control groups on the squads you let escape over the game:
The fallschrimjager you let get away? ended up wiping almost all of your vetted riflemen with their cancernades combined bad retreats on your part.
The Volk you let get away? Got vet 5, survived the game, and killed one of your shermans. Was also his only anti tank for a good portion of the game until the panther came(which is why im killing you with the "You let him get away" speech
Also that MG? Vet 2 and was crucial in controlling your infantry. Imagine if you had stolen it or wiped it.
Your manpower float was criminal. Some sort of cache. Another pack howie. Anything. Fuel or Munitions caches... Anything. But never let float like that happen, or youll lose 92% of the time. OIne thing though, DO NOT build more riflemen because 99% of the time you wont be able to micro them all and youll just lose them. If you blob them all you'll get rekt by a stuka or werfer or something
M20 got vet 2, but after that was not utilized enough with its insane vet sight+speed+ a jackson to finish off the panther(Which you also let get away multiple times when you had 2 full health shermans+ a jackson to chase him with)
And yes, these are all little minute details im grasping at. Little things, little things. but thats all it takes to lose, especially as USF vs OKW.
Thank you a ton for this response, i never would've noticed allllll these little things that made a huge difference by the end of the game.
I agree, I dont think I understood the amount of units/mobility i had over him at some points in the game. I really gotta clean up those units you mentioned.
This is a replay for a post of mine earlier. Please excuse the lower quality, had some trouble w my computer.
also i watched it again myself, and im aware of the poor squad preservation a few times, im still getting a hang of the micro-intensive Americans. Realizing now i really shouldn't have bought the calliope.
the player i played wasnt the best so i am a little embarrassed, dont laugh too hard.
Im a decent CoH2 player, mainly w russians, but ive been using USF more and more. I love the aggression and i seem to win every game against the Ostheer, but against the OKW i have so many problems.
Unless i destroy him in the first 20 min i run into so many issues.
-Vet 5 infantry
-King Tiger
-Vet 5 fallschrimjagers/fusiliers
-stukas and infan support
Im not complaining that its OP, im just having trouble when at the 40 min mark it seems i just cannot win, with my biggest problem being taking care of the heavy armor, which seems to be the USF's biggest fault.
It may just be that USF can't drag on games, but is there a chance?
Any tips on trying to comeback? it seems damn near impossible against OKW. grrrrrrrrr
sounds very much worth trying/very effective except for the fact that my beloved partner likes certain british commanders and id feel like a dick picking his commander for him
-2 cons
-cap closest spot w enj, then retreat
-build T2, 2 maxims
-build as see fit. (AT gun, more con, mortor)
-t3 (T70 or SU 76)
i love advanced warfare because the ppsh's are absolutely fantastic, and it also gives you a solid tank, AND constant knowledge of what they're building.
near end of game you have to decide
-kaddys?
OR
-T34/87
as soon as i see panthers/pazershrecks i abandon tanks (still love that kaddy!)
-- This build order is very flexible - allows for plenty of variations--
-- you must be flexible in this game --