So for your float:
-You built a cache which is textbook play for when you have too much float, that was good.
-You could have rebuilt the captain (but this isnt an option that I like all too much)
-Given that you reached 1300 mp float when he had his p4 out, you could have gotten an (earlier) AT gun.
-You could have avoided the 1300 mp float entirely by sideteching LT (my personal favorite option). You can't tech rush if you do this, but it's a great way of getting really efficient power. The lieutenant tech itself is only 200 manpower (and 50 fuel), so you get a bar + thompson riflemen squad for only 200 manpower. After this, you can just spam .50 cals.
-Given how far up his t4 was placed, you could have gotten another mortar (so 2 mortars for you in total) and sieged his t4.
(Refer to around 2:03:00 of the video in which Dave sieges a t4 placed in a similar position using double mortars: https://www.twitch.tv/videos/250094711 )
The reason why I'm suggesting building weapon teams to address your float is because they dont really add to your reinforce/upkeep costs/bleed. Weapon teams don't operate by trading model for model with your opponent, so, unlike infantry squads, theyre essentially a one time payment.
As for your reflections about your e8 usage (and the tunneling that I would attribute it to):
-You could have stood to have been more active with it, especially on the sidelines. A large difference that the e8 has over the regular sherman is that you can send it to the sidelines without having to worry about it getting 1v1d by a p4 if he sends one over; sending it off alone is lower risk. It's a perk that you should really take advantage of.
-Generally, I attribute this to a slight bit of tunneling. You make noticeable over commitments to single sides of the map. It doesn't happen all too often, but when you do, it's a pretty large overcommitment. I think this is why you had trouble holding ground, so try to spread your units over the map just a little bit more.
As for the OKW player:
-He got a KT. KTs are bad. Not getting a KT is good. He should have not gotten one. (He made decent use of it, but it stalled his mid-late game out, giving you too much space to breathe).
-His play was lacking that aggression that really makes OKW function at its best. If there was a heatmap of his forces, im pretty sure there would be close to no red on your half of the map. (Personally, in my OKW games, my units probably spend more time on my enemy's half of the map than they do mine). Minute 0 aggression can usually (emphasis on the "usually") end everything before mid game is even reached; even if not, it could have put him in a much better position for the mid and late game.
-Given that he did get the KT (so lets just assume youre forced into the position that he put himself in), he could have kept playing for bleed; maximizing your bleed and minimizing his own whilst building up his own infantry army. His infantry force was EXTREMELY lacking compared to yours (just glance at the top left and top right corners at any point after 25 minutes; the difference was huge), and that was the main issue. Even when he forced off your infantry and bled you with his KT, he didnt have any infantry to do anything once he did (take points/ground/defensive positions), and he never gave himself the room to turn this bleed into an advantage.
-Oh, but seriously, he shouldn't have gotten a KT, and everyone reading this shouldn't as well.
Final note: the smoke for pseudo-snares was a nice touch
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