Hello SteinerGER!
As I have already added you on Steam where you can contact me comfortably I will straight away go to the goals you have set in the Mentee Sign Up Thread:
You look for 1vs1 Mentoring giving you all the basics from the start you need. Since you have not set "N/A" at any faction I assume you want to improve with all factions, especially with USF it seems.
If you have other goals you want to achieve post them in this thread and I will do my best to help you achieving them.
If you have any other questions you know where you can find me.
Update 05.09.2015:
Build orders and counters for
soviets in 1vs1:
Show Spoiler
1. Conscript heavy build order:
This build order is the most used amongst Soviet players since it enables you to react to any possible threat and works decently versus both Axis factions. As its title says it focuses on (4) Conscript squads into fast light vehicle, preferably the M5 Quad to shut down Axis' ambitions already in the early game.
Actual build order follows:
4 Conscripts
Healing upgrade
T2 building
T3 building
Quad with upgrade + Engineer defusal kit upgrade
AT gun
AT nade upgrade for Conscripts
Maxim squad
T4 building
T34-85 (doctrinal) or SU-85, depending on whether you need an allrounder or tank destroyer
T34-85 or SU-85, no duplicate of course
Combine this build order with doctrines which include T34-85 like Guard Motor Coordinations Tactics. If your Quad is finished and upgraded do not instantly rush your foe but wait until your Engineers have their defusal kit upgraded and search for mines, especially on roads.
2. Conscript supported T2 build order:
Revolving around T2 start supported by Conscripts whilst having chosen a howitzer doctrine this build order excels quite well versus OKW and should be used on maps like Angoville versus them. Using it versus turtling Ostheer can also be recommended.
Actual build order:
Conscript + constructing T2 building (wait a bit until you have enough manpower)
2 Maxims
Conscript
AT gun
Guards or Shocks, depending on which howitzer doctrine you have chosen
T3 building
Quad with upgrade + Engineer defusal kit upgrade
Healing upgrade
AT nade upgrade for Conscripts
SU-76
Howitzer
T4 building
T34-76 or SU-85, depending on whether you need an allrounder or tank destroyer
T34-76 or SU-85, no duplicate
I highly recommend to use a howitzer doctrine since OKW can a) not counter it as easily as Ostheer and b) does ML-20 excel versus OKW, especially if they go for forward HQ. Protect your base entrances with mines to prevent armour rushing targeting at your howitzer. Utilize your Quad as reinforcement point.
3. Conscript supported T1 build order:
If you play versus Ostheer on wide open maps like Langreskaya or Angoville then go for this build order utilizing the power of Soviet Sniper supported by Conscripts and Guards later on. I recommend utilizing a doctrine which enables you to call in Guards since they provide your Snipers with excellent protection against infantry as well as light vehicles.
Build order:
Conscript + T1 building
Sniper
Conscript
Conscript
AT nade for Conscripts
Guard + PTRS rifle upgrade
T3 building
SU-76 + Engineer defusal kit upgrade
Healing upgrade (if your Sniper is severely wounded, upgrade it earlier)
Sniper
T4 building
T34-76/doctrinal T34-85 or SU-85, depending on whether you need an allrounder or tank destroyer
T34-76/doctrinal T34-85 or SU-85, no duplicate
If you have manpower in abundance after having built the 2nd Sniper you can call in another Guard squad upgrading it with PTRS rifles. Be very careful about possible Ostheer counter snipes and use flares of your Snipers once they have reached veterancy level 1. When your Snipers advance into hostile territory secure the flanks and surprise rushing light vehicles with AT nades from Conscripts who hide behind shot blockers.
How do I counter...
...OKW Flak Halftrack rush?
Answer: Unless you have not followed build order number 2 you should place sandbags and rush for a Quad or if you have already built T2 just produce a ZiS gun.
...early Ostheer Sniper?
Answer: In case you have followed build order 3 try to counter snipe him. Otherwise swarm out with your Conscripts squads, capture as much as you can from the map and hide behind shot blockers to prevent bleeding. Then rush for Quad and try to finish off the Sniper. Flank from multiple directions too.
...MG42?
Answer: Flanking, Snipers and Mortars. Utilize one squad as scouter to determine MG42's arc of fire and then act appropriately.
...masses of Axis infantry already in early game?
Answer: Bring out the Quad as soon as possible since your foe will lack AT if he goes for such a build order.
...Axis anti infantry armour rush, may it be Luchs or even Ostwind?
Answer: Well positioned ZiS guns should get one shot on the vehicle instantly followed by an AT nade. If you have SU-76 available finish it off, otherwise push with other Conscripts/Guards and ZiS gun to end its life. Mines will help either.
...Jagdpanzer IV?
Answer: ZiS guns and Guards who button it are a nice combination to fight it off. Add SU-76/SU-85 or a flanking T34-76/doctrinal T34-85 plus AT nading Conscripts and you should be able to destroy it. Never let it get in range to your armour though to prevent it gaining precious veterancy (highly vetted JPIV hurts insanely...).
...Tiger or King Tiger?
Answer: ZiS guns alone won't be enough to handle those hulks. You will either need SU-85 or doctrinal T34-85 plus buttoning Guards in combination with ZiS guns to destroy a Tiger tank. Do not let them shoot at unsupported infantry since their oneshot potential is quite high and causes unnecessary bleeding.
Update 07.09.2015:
Build orders and counters for
usf in 1vs1:
Show Spoiler
1. Standard build order (in this patch):
The standard build order includes heavy Riflemen play into Captain into Stuart. It works versus both Axis factions on every map.
Build order:
4 Riflemen
Grenade upgrade for Riflemen
Captain
Stuart
Healing Truck
AT gun or Pak Howitzer, depending on whether you need AT or indirect fire
Major
Sherman or Jackson, depending on whether you need AI or AT
Sherman or Jackson, no duplicate
Combine this build order with Infantry Company to gain access to M1919 LMGs or with Airforce Company if you really need P47 strike versus armor. You can also choose Riflemen Company if you possess it to have access to flamers for Riflemen and to Easy Eight Shermans.
2. Airforce Company build:
More or less a build order that was effective last patch but is still decent versus Ostheer. Utilizing it versus OKW is not recommended due to Flak Halftrack and Puma being available in their (possibly) first tech. As per title you have to choose Airforce Company to make it work.
Build order:
3 Riflemen
Lieutenant
M20 Utility Car
Healing Truck
Airborne Rangers + LMG or Thompson upgrade, depending on whether you want long or close range
AT gun air drop (Rear Echelons should staff it)
Major
Sherman
Jackson
Save enough munitions to be able to demand a P47 strike in late game. If you have spared some extra manpower you can invest it into Pathfinders who give you wide vision to spot hostile positions.
How do I counter...
...Ostheer Sniper?
Answer: It is actually very hard to accomplish eliminating a well microed and covered Ostheer Sniper. Your best bet is to either flank him in early game with your Riflemen or to rush for a M20. Do not let your Riflemen camp in the open field but do hide them behind shotblockers to prevent bleeding and to prepare for a surprise attack. If you are lucky your Pak Howitzer could oneshoot it.
...MG42?
Answer:
The grenade upgrade for your Riflemen do not only grant them access to regular grenades but also to smoke grenades. Utilize smoke to hinder suppression or to deke an attack in order to catch MG42 from a flank. In cover MG42 tends to clump up where one grenade will be sufficient to decrew it.
...masses of Axis infantry?
Answer: Stuart rush will help you since your foe has spent much manpower on infantry therefore he will lack manpower to get AT out fast. Be careful about mines! Other than that, your own Riflemen and a Pak Howitzer can do the job.
...OKW Flak Halftruck rush?
Answer: Captain gives you access to the commando unit itself which is effective versus vehicles and to AT gun as well as Stuart. You will not have problems against Mechanised Company if you tech up Captain.
...Jagdpanzer IV?
Answer: As you go Captain versus OKW in general you can use AT gun (especially when it hits veterancy level 1, then it can have more range) and Captain itself. Try to AT nade JPIV in order to slow its rotation. Of course a Jackson will help you out either in this case.
...heavy Axis armour?
Answer: AT guns with veterancy level 1 ability, Jacksons and AT grenades to damage their engine should work. If you are in doubt choose Airforce Company to gain access to P47 strike.