Alright Iceman here is what I saw:
Areas to Improve Immediately
1) Use your tactical map (numpad 0), ideally you should be pulling it up every 10-15 seconds at least.
2) Stop watching single units and focus on the bigger picture
3) Get in the habit of capping points
4) Retreat, retreat, retreat! Not just for the faint of hear, but also for keeping units alive.
Specific Comments
You play with emplacement bulletins, which I suggest immediately changing for IS or MG bulletins. Emplacement bulletins are lack luster and offer little if anything to your army. You are also playing with a faction that punishes unit loss powerfully, and you are relatively new to the competitive game so you are struggling to preserve your units. Try playing Soviets and see how you make out. I would also recommend playing against the comp on the "Hard" setting to improve micro performance. You should be able to beat a comp on such a setting easily once you get good.
You invested heavily in MGs but failed to secure any sectors. Partially because you and your teammate actually capped the same point at the beginning of the game for unknown reasons. You also left half the map uncontested. In fact no one even tried to cap the other half of the map. You could have done so for free and lost 0 units.
You frequently have units stand around and wait for orders, even while observing them. I am unsure what you are waiting for. The engineers by the Bren Carrier are a great example. You also built the bren late, and then let it sit in front of a 222 until it died. The bren is useful on city maps for its flamethrower, if you don't plan on using it, don't build one.
You upgraded your IS with pyrotechnics even though you needed healing badly. Brit base artillery is little more than an annoyance, only use it to deny area temporarily or through the FoW for some sort of impact.
Keep your men alive! Retreat more often, you really should not lose a squad to a wipe before the 5 minute mark, units just don't do enough damage at that point to kill squads that quickly.
Summary
You need a little practice. Play against the comp a bit and see if you can sharpen up your skills. Once you have a little more depth to your play you should venture back online and try against humans again, who are far more unpredictable and versatile. Bring us another replay once you have had a little more experience in the game.
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Post History of Imagelessbean
Thread: [2v2] Werhmacht vs Brits4 Aug 2016, 17:09 PM
In: Replay Reviews |
Thread: [2v2] Werhmacht vs Brits4 Aug 2016, 13:36 PM
Hi Iceman I will be working today, but I can review your game later today. I saw in your replay a number of comments, at least one of which had some advice (although it was laced with "L2P noob" garbage as well). I would recommend looking at the good bits and also watching some 2v2 from a streamer. I think you will see very quickly some ways to improve your gameplay. More details on your particular game later. In: Replay Reviews |
Thread: Stuka halftruck3 Aug 2016, 13:44 PM
The Stuka kills buildings because it fires slowly and can land multiple hits on the same building easily (use diagonals). If you think your opponent has a stuka make sure to be careful. Remember he has to wipe multiple squads to even begin to pay for the Stuka. In: COH2 Balance |
Thread: Maxim vs OKW issue2 Aug 2016, 14:57 PM
Smoke in OKW, in some way, would be nice. It would help to control maxims as their numbers grew. I still think early game OKW has a chance against maxims before their numbers grow too high. Also I didn't forget salvage, but it is risky because of the amount of time it takes. Getting an MG right now is usually worth it over waiting to salvage it. Usually MGs are far enough behind the lines to represent a real risk in salvaging. In: COH2 Balance |
Thread: Let's Talk: Sd.Kfz. 2222 Aug 2016, 14:53 PM
I am hesitant to make any changes to Ost that weaken early game in the slightest right now. 222 is very cost effective and needs to be adjusted but it needs to come with the faction as a whole. As Budwise said, adding in an upgrade option would make this unit more interesting and would add a better role for true light vehicle play. Obviously bug with MG not firing at almost anything needs to be addressed. It would even be interesting to give it the ability to cap points, and require and upgrade to the 20mm, giving Ost a way to try to retake lost ground quickly while setting up defensively with infantry. Cost of course would need to reflect this. In: COH2 Balance |
Thread: Pershing buff?1 Aug 2016, 18:34 PM
Its ability to snipe models, and indeed squads from beyond LoS immediately prevents buffing it in my mind. The unit is nasty when used well, and performs as a powerful platform able to get and get out in a hurry, all the while dealing good damage to all targets. This is not a breakthrough tank, this is basically a Comet. If you want a breakthrough tank (AKA more health) play Soviets. In: COH2 Gameplay |
Thread: KT, Why?1 Aug 2016, 18:31 PM
KT is fine. It functions as a powerful fortress around which you can fight. Never send it off alone (I see this all the time, not sure why, always a bad end), with even the slightest amount of support it forces bleed at levels that are too high to ignore for any player. Use its attack ground on roads and corners to clear mines before advancing if you have no sweepers, it has such a high reload rate it won't matter too much. Make sure to leave a single AT unit trailing it so flanking units get lit up. Keep in mind as it takes damage you lose 0 MP, while every unit it kills is one more unit your opponent must replace. Taking out 2 AT gun almost recovers your MP cost. Taking out 2 tanks pays for itself immediately, except if they are 76s in which case you need 3. Requiring all tech on field would prevent this unit from existing. In: COH2 Balance |
Thread: Maxim vs OKW issue1 Aug 2016, 18:24 PM
I am not sure maxim spam is a problem. I agree it is boring to play against, but the OKW have quite a bit of power in dealing with it. Not to mention the amount of off map elite units specifically designed to crush it. Go Scavenge more if you are still struggling. Kubels offer two ways to deal with it: 1) cap around the maxim, make him come back and 2) drive it in close and let the gun do max DPS. You will pick off models and force him to move it. Once the maxim moves get in close with your volks or Sturms. You can ignore the scripts initially and force the retreat. Then turn on the scripts. After about 4 minutes the Kubel's effectiveness will wear out quickly as more units hit the field and light AT arrives. At this point you should have enough units to make his day hell when he tries, and you can even get an MG if you want to fight from green cover. I find myself not using nades on the maxim but getting STGs faster and letting DPS from the models clear off models. Of course if you manage to kill a maxim steal it, even if it means losing a volks squad. The cost to replace is lower than the Maxim cost. Suggestions for you to try, not sure balance is the thing needed here. In: COH2 Balance |
Thread: Mortars against occupied buildings.30 Jul 2016, 17:21 PM
If you are trying to destroy the building use barrage. If you want to evict the men tell your squad to attack. If you are trying to hit an area use attack ground. In: COH2 Gameplay |
Thread: PSA: USF mortar almost quite there30 Jul 2016, 16:21 PM
The USF mortar, from your analysis Mr. Smith, is clearly still better than the Ost mortar, in-spite of the fact that it is in a faction with a strong early game. The mortar was originally called for in place of the grenades bundle, which saved you fuel but cost you more MP. It also changed up build orders slightly and allowed at least a modicum of difference in USF start. This is not its current role and it should be brought in line with other units. In: COH2 Balance |
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