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OKW vs USF - Review please 3

by mortiferum 12th November 2015, 07:59 AM
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Patch: 3.0.0.20297
Duration: 00:43:15
12 Nov 2015, 07:59 AM
#1
avatar of mortiferum

Posts: 571

As title, this is replay for review section
14 Nov 2015, 14:29 PM
#2
avatar of AchtAchter

Posts: 1604 | Subs: 3

Hello,

your unit preservation was not good in this game. You lost your initial Sturmpios to nades nade wipes are something that can be always avoided. I think you lost them because the main part of your army was at the point somewhere else, thus you were unable to focus on single/lone squads, as this was not the only insufficient micro caused wipe.
Since you have problems microing at several fronts (everybody has, even high level players) try to keep your main force nearer to your lone squads, so you can micro lone squads to and support them in case of help.

Some general tip, my practice showed that its actually never recommendable to put raketenwerfer in buildings. Since they expose their location and this is something you don't want. They have camoflage - use it to suprise your enemies and to keep them save.

Your tank play was also not good. There was no reason to charge with a P4 at a Pershing, since the penetration on the P4 is too low for the Pershing. Even on close range you have only a 37,5 % chance to penetrate the front armor. Use the P4 to back up your infantry and to counter harass squads that try to cap your stuff. I always get it to deal with vet 3 rifles.
Arguably its better to get a panther first, if you know a Pershing comes soon. At least I would've done so in this situation, since the panther can still counter harass lone squads on the left side due his pintle mg upgrade & crush.

People always discuss whether to position the medic hq in the base (safe) or somewhere on the field (risky).
I do recommendations based on my playstyle and I nearly always place it slighty outside the base.
Especially Angoville in my opinion offers a great opportunity here:



In early game this position can't be taken out by AT guns, since its protected by a wall. In addition is too risky for indirect fire units to barrage it constantly, since you can easily push and take them out.
Yet you can always keep your cut off protected and its impossible to tripple cap you.

From this position you could've a better map control for the important city side, usually easily keeping both vps and the fuel.

Also don't get the sturmoffizier, his use is marginal in my opinion. You get more use from an additional Panzerfüsilier squad. I only get the offizier in troll games.

However you simply need to play more games to get a feeling or a "Spidy Sense" for certain situations, so you know when you can push and when you should be defensive... But this comes with time. Keep in mind top players played the game over thousands of hours.
15 Nov 2015, 00:21 AM
#3
avatar of mortiferum

Posts: 571

Hello,

your unit preservation was not good in this game. You lost your initial Sturmpios to nades nade wipes are something that can be always avoided. I think you lost them because the main part of your army was at the point somewhere else, thus you were unable to focus on single/lone squads, as this was not the only insufficient micro caused wipe.
Since you have problems microing at several fronts (everybody has, even high level players) try to keep your main force nearer to your lone squads, so you can micro lone squads to and support them in case of help.

Some general tip, my practice showed that its actually never recommendable to put raketenwerfer in buildings. Since they expose their location and this is something you don't want. They have camoflage - use it to suprise your enemies and to keep them save.

Your tank play was also not good. There was no reason to charge with a P4 at a Pershing, since the penetration on the P4 is too low for the Pershing. Even on close range you have only a 37,5 % chance to penetrate the front armor. Use the P4 to back up your infantry and to counter harass squads that try to cap your stuff. I always get it to deal with vet 3 rifles.
Arguably its better to get a panther first, if you know a Pershing comes soon. At least I would've done so in this situation, since the panther can still counter harass lone squads on the left side due his pintle mg upgrade & crush.

People always discuss whether to position the medic hq in the base (safe) or somewhere on the field (risky).
I do recommendations based on my playstyle and I nearly always place it slighty outside the base.
Especially Angoville in my opinion offers a great opportunity here:



In early game this position can't be taken out by AT guns, since its protected by a wall. In addition is too risky for indirect fire units to barrage it constantly, since you can easily push and take them out.
Yet you can always keep your cut off protected and its impossible to tripple cap you.

From this position you could've a better map control for the important city side, usually easily keeping both vps and the fuel.

Also don't get the sturmoffizier, his use is marginal in my opinion. You get more use from an additional Panzerfüsilier squad. I only get the offizier in troll games.

However you simply need to play more games to get a feeling or a "Spidy Sense" for certain situations, so you know when you can push and when you should be defensive... But this comes with time. Keep in mind top players played the game over thousands of hours.


Awesome, thanks.

I will keep those in mind for the next round on Angoville.

Still trying to learn how to counter those Rifleman since Volks just melt.
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