First thing the Ostheer player is level 4 and the USF player is level 2. I see a lot of float of resources on both sides. The early mortar from the Ostheer and the early grenades from the USF player were head scratchers.
The USF player should have done what Stormjager recommended the 3 rifles into LT then rush Stuart. The USF player definitely needed earlier healing and the Ostheer player with only 1 infantry unit for the first 5 minutes was painful to see. The float is still way too high.
The early mortar from the USF was not a great call when you have Lt with nades teched. The smoke nades is all you need to deal with double mg. If you have 600mp you should have an ambo and maybe a 50 cal.
Idle time is very high for low unit count. Stuart timings aren't bad and the Ostheer player has no counter. Skip fighting positions they are never worth it until the ultra late game if you float manpower. 1v1s are too mobile for them in general so only consider this super late game in team games. Don't use volley fire unless it is too support other units. It makes you much weaker in a 1 to 1 fight.
Rebuild squads when you lose them.. Keep your units healthy and use the time the Stuart is buying you to cap peripherally. Work on minimizing idle time and float. A unit you don't use is as good as dead already. 900 manpower float is too high, if you don't have the micro to manage more then one unit at a time at least make something like a cache. Maybe try using control groups? I assign Riflemen to 1 through 3 Lt to 4 Stuart to 5 50 cal to 6 and REs to 7 for example. Then I double click 1, 2, 3, etc to quickly hop around the map making sure everyone is moving or getting something done. The MG and AT guns can be placed mid fight this way by clicking 6 once and dragging to cover your troops. Here is a video on the subject by tightrope. https://www.youtube.com/watch?v=egCwmidF0P4
Definitely should have targeted the building not the Pgrens no way you would win that fight. This brings up a good point though keep your infantry in front of your light vehicles and always repair(especially the farther back the better). The stuart could have outright won you the game if you kept capping. The unit loses were too high for sure.
The other alternative to the control groups is just constantly sweep the map left to right to base to left to right to base. You see your frontlines and guys sitting back as much as possible.
The third alternative is the tactical map. tightrope's video on this https://www.youtube.com/watch?v=1BM_Ufn-7YY
Rule of thumb time, for you at least you should auto retreat if you have 3 models or less or have less then 40% health. Pretty safe bet since the risks of a flank is too high and you have a tendancy to forget units. It is better to not lose squads then to kill squads. Play clean and wait for your opponent to screw up when you are starting out.
Another thing that helps your reaction is hotkeys, make sure you are never clicking on the command card. The first minute of this SC2 video with the pledge on not cicking on the command card is exactly what you should be thinking! https://www.youtube.com/watch?v=6Jq2IMRbAx0 here is tightrope's video on it.
Stormjagers advice to shift queue is good you could also practice attack move, hold shift(and don't let go until you are done, capture, attack move, capture, attack move, capture to move around fighting from max range. Attack move is critical when starting out since it keeps you at max range thus safe from most grenades(grenadiers you want to close in on to avoid their grenades, but that is the exception). The time to kill at max range is much higher greatly increasing your reaction time.
I practice with an AI warmup game and quit around the 4 minute mark. I want to cap perfectly with no idle time and have no float. I do edge capping which you can learn about here https://www.youtube.com/watch?v=BHPE0XSyUEM, but you will not want to worry about that yet.
I would say your AT is a little behind. If you see no light vehicle you want AT positioned around 11-12 minutes.
Definitely activate that Ambo when it first comes out. AT guns with prioritize vehicle is the same.
When capping a team weapon cap, shift r(to retreat). This means you won't have a 1 model squad chilling.
That should be enough to work on
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