Alright here goes then:
Just reading a bit on the reddit thread, I saw you think pretty highly of the USF AAHT. I don't tend to build it a lot just because I feel like it's a little clunky to use in 1v1s and I would guess it's because I'm more used to stuff like the stuart and t70 and luchs and aec (so light tanks I guess). Do you have any tips on just general usage in terms of how you position it and what you're doing with it strategically?
How do you make conscripts function most effectively in infantry fights? I guess that's a pretty broad question so any advice on conscripts use would be great.
Thanks for taking the time to do all this.
Use the reverse button on the AA HT and if you need to focus a specific squad down use the hand break and click on the squad just remember to be ready to quickly remove the hand break if you start getting shot at, ill admit that the vehicle is in general pretty clunky to use. Strategically you just want to be sure to always be using it around and popping it up on spots in which either AT is missing or to secure fuel points in general.
It is a hard question to answer in general but I would say conscripts are very dependent on cover play, coming from multiple angles and having higher numbers, because they are so cheap and you usually will be ahead in unit count since you are not building a structure especially if you go for 4 of them. So use the extra number advantage to always keep a squad on an angle in which denies his cover, so for instance say you have 2 conscripts on green cover fighting two grens that are also in green cover you want that extra unit to tip the balance by neglecting that cover with another angle, if he switches focus to that squad then rush in with the other two. So it's about juggling the damage on the different squads as well since they are 6 members you have more leeway than the 4 men gren squads. Always try to prioritize engagements over capping unless that engagement is a fight that isn't going to win anything in particular such as fighting for a manpower point when you could be capping a fuel point.
Other than that it's really hard to mention how to use them since it comes down to prowess on unit movement and unit positioning that there's no easy guide or tip I can give
I got a good question, but it's subjective I suppose. I know a good chunk of unit stats, and I know how most things work, or should because this game is RNG based. After playing for a few years, I cannot really determine what separates the absolute top players from top 150. Sure there's better micro, faster reaction time, and things like that, but there isn't anything that pros do substantially better than those in top 150. The counters are there for both parties, and many of them know how to handle multiple engagements.
Top players like Luvnest, when you watch them play via twitch are very quick around the map and that's how they maintain their engagements. Other top players like yourself and VonIvan are rather casual checking around the map, but you still maintain dominance over your opponet. I simply conclude this as you knowing how to support your army very well and are very good at macro game. Keeping your resource use at optimal and taking the best engagements possible.
So my question is, where would top 150 players learn types of things such as this. How do you know when tactical blobbing is appropriate, instead of proglonged 1 on 1 engagements with infantry. Do you cease all capping with a squad when a nearby sqaud becomes enveloped in a 2v1? So you can turn it into a 2v2?
These are very detailed concepts that I almost never see talked about. It happens everygame, but I'm sure most people answer this question subconciously instead of ever talking about fine details such as this.
Can only talk about my experience on getting to that point, its a combination of mindset,game experience and theory crafting/replay watching. First and foremost when I was trying to break the top 100/50/10 it was always a matter of watching the replay from my opponents perspective, see where he was exposed, see what type of gameplay would annoy him the most (running around the map decapping, fighting him straight on) can't stress enough how valuable this is, picking apart what made you lose the game, each game is a different case but there's a good chance you will encounter that situation again.
Then comes game experience, patches change metas, each meta you learn new things, say there's a meta in which you can only win a certain match up by blobbing your units up so you can hold the early game then later on in a different patch since you already learned the value/cases where blobbing is beneficial you instantly identify that it would be well used there.
Then the mindset is equally important, there's always something to improve, dont blame RNG, in 99% of the cases RNG wasn't enough to make you lose the game, you had to make tons of mistakes before hand.
In general you also improve much more by just playing two factions at the same level (one axis one allied) since you get to be on the "seat" of what the other player was experiencing when playing against your main faction this not only helps you improve that main faction but you start catching yourself thinking stuff like "had he moved that squad on X place he would have screwed me but he didn't, I should look into doing that next time Im with his faction".
These are all general things Im saying so I will try to end on a note that helps you out more directly next game you get in, numbers advantage is a big hidden rule in company of heroes and small squad positioning mistakes can snowball a lot, so 3 minutes in if there's a big fight and you happen to you have your pioneer there while his is not it can be the difference that lets you win the engagement and win the map control back, and what comes hand to hand when you talk about this is game knowledge (the problem many players have is associating the two), what I mean by this is you always need to be wary of the match up you are in, so if Im USF early Im looking into getting those 2v1 fights/non prolonged fights and NOT stall the game ,with the numbers advantage you can usually gain by early picking squads, however later on into the game most of the time you will identify that flanking with riflemen and winning over a cohesive force of grens plus MGs will be difficult so you change your playstyle to be a stalling one and wait for the unit that can untangle the mess that is his army composition, HOWEVER say that he overextends with a gren squad and you somehow manage to make it retreat then you have numbers advantage in the field and can make use of it so that even if your game knowledge tells you that in theory you shouldn't be winning those mid game engagements you now will. Im trying to explain this the best I can haha, but the problem many players top100/150+ have is sticking to just game knowledge. Try and stop capping less early ( just the essential high fuel point) and use the squads primarily to overwhelm lone squads and THEN cap, you will start seeing better results. If you check some of my USF replays for instance you will see that I try and have the units capping points that are nearby the frontline so that if an engagements start every unit is ready toi jump on that.