The main problem I face in 1v1 with USF vs OKW is that OKW just get too many 'bonuses'. By bonuses I mean things like free flame nade unlock with tech. The OKW have many of these.
- Bonus starting manpower
- AT gun and light vehicle in T0
- Free medics, repair station, and cut-off/fuel protector as part of tech
- Free flame nades as part of tech
- Free Panzerschreck upgrade as part of tech
- Extra vet
These were fine when OKW still had a resource penalty, but now they are just too much. On top of this OKW has a very fast light tank rush with very large shock value. USF just can't deal with this.
A well micro'd AAHT can keep you away from them also, no luch needed.
Yeah, the retreat bug is the biggest threat a Maxim-heavy build faces. I played a game against Iron Emperor (perhaps more than one) with this build and I happened to lose a maxim early due to my micro-stupidity epic fail...
I believe Agion is a relatively new caster (I haven't heard of him before) and I think that reflects in the somewhat puzzled commentary he offers.
Losing a maxim early doesn't mean it's game over... it's just harder to come back when you're facing an opponent of equal skill...
Exactly, our game took 54 minutes and I just had the privilege to have a Kubelwagen to cap the left and right side, while keeping your main force obligated. Probably the vet 5 Pz4 was the main killer which resulted in losing too many vetted infantry.
Of course your build is viable, and fun as well. Just that if not for the fun factor only, do you really need more than two Maxims to fight Axis early game?
Any opening with 2 Maxims (hell even 1) is already a very strong anti-infantry build. If something goes wrong, you fall behind and have to hold out with T2 and/or T3, a more mobile force with three Cons can support your Maxims, AT-guns and/or Su-76s better.
Many high level players nowadays often start with 4 Cons in serious matches, or something crazy like 6 Maxims for trolling purpose. But as I remember, in Alienware Arena Cup Jesulin did use the following opening: 3 Cons 1 Maxim, against OKW, all the way to the Championship. I still think this is the most balanced start the Soviet has to offer. With it, you're ready to deal with any circumstance.
I personally think that you can defend your main maxim with a 2nd maxim so damn well that it's really hard and painful to push it away, which leads to the enemy trying to flank it on a longer and therefor slower way.
Thanks for taking the time to watch the replays and give feedback!
I think on Semoskiy it didn't work as well as I had hoped because of all of the houses, although it still managed to work out ok.
In the game against Choccy I think I used the aggressively to a point (like when I brought enfilading fire with the third maxim on his 2-3 squads on the middle VP after suppressing them with the first two). On more open maps like Langreskaya, Minsk, Angoville it's easier to use them aggressively. They can also building hop quicker than axis MGs due to their short deploy time.
I think when I have an infantry force of 2 cons/ 1 shock troop and a mortar, it makes the 3 maxims work well. T70 to push lead, SU76 if behind. Because there's no upgrades, I just spend muni on mines, so I don't think having more cons with AT snares is really an issue. Three Maxims make it easy to hold both fuels or deny one, something that in 1v1 can be very important to closing out a game early.
Even if the enemy has sweepers, the mortar makes it dangerous for enemy tanks to sit on mines that are placed on chokepoints (Angoville, Kholodny Ferma winter/summer).
I beat Iron Emperor with it. Had his Nazi ass base pinned
As Ostheer I didn't had anything capable to slaughter them, even with 2 mortars it was hard to clear things, since I got base raped all the time Kappa