Couple of points/tips before we go into specifics:
- Always get minesweepers with at least one RE squad and move that squad in before or with the Sherman when it makes aggressive pushes into enemy territory, if you're ever unsure, always send in the minesweeper first with inf backup.
- Have a 5th sense on your doc choices/decision making(have 1-2 docs you usually select on certain maps like the one you played on).
- When upgrading to an ability utilize all of it.
- Make sure you don't just push in with your tanks unsupported unless you have a good sense/amount of info showing that it would be a wise decision to do so.
- Target inf on the flanks instead of focusing center all the time, when push comes to shove you'll find out bleeding him via bad retreat paths on flanks with armor + inf wiping out single squads over time does more dmg to him than to you in the long run.
- Always always always make sure you're using your anti-inf howi tanks/shermans in a manner that fits their role(Sherman via the flank to wipe squads, anti-inf howi motor carriage in the center behind a building a bit to focus fire at max range).
- Be aggressive early game as USF. They have the advantage over any faction up until the 7-10 min mark so try to not camp in buildings unless by their cutoff and avoid being slow to push up at first.
- Play smart, if you know you can't micro everything pushing up, then move things up slowly and around the flanks little by little or get in a building first to see where the rest of the enemy is setup to prep for your next advance on the battlefield.
- Be ballsy only when on the flanks/when you know your opponent has been badly weakened/has recently retreated important units or pieces of armor.
Now to the specifics of how we can improve your gameplay:

- I noticed you had a selection of 3 doctrines but decided to go rifle company later on in the game. Now while I don't know if you wanted to wait and see before choosing a doctrine or you had decided to go rifle company but wished to wait until later to select it or you forgot to at first is what I'd like to know before continuing on this specific. However, I will say I personally recommend as stated before picking 1-2 docs you're most likely going to select for the specific map(semois summer) If you're more likely to go rifle company as I saw I'd highly recommend choosing it the instant you load the game to better ensure it's effectiveness early game as it can give you a huge edge due to the early call-in ability of vetted rifles vs non-vet axis inf.
- I also noticed you put an mg down to cover the center of the map/vp. Since it's a bit open to pak fire and in an area most likely to be contested during the duration of the game it would probably be safer to either put it up north to cover your vp and force your opponent to ignore that area until it can send a shrek squad or piece of armor to take it out(thus allowing you to hopefully wipe it with a sherman on retreat as usually one-two units are sent to deal with this)or you can place it by your fuel down south preventing your opponent from harassing it(as well as bringing what was said before down to deal with it later allowing you to hopefully take out said unsupported armor/inf).
- Another area of interest I noticed was your decisions on where to place armor. Now while the decision to use the jacksons semi-aggressively paid off for the most part the positioning of the motor carriage and sherman were unfortunate mistakes. As stated above it is best to use the Sherman to wipe inf on the flanks or support a push center and have the M8A1 motor carraige barrage from behind a building in the center to focus on soft targets such as mgs or paks positioned on the center of the map.
- One more thing I discovered was your utilization of grenades. I found you would use said grenades to get smoke barrages to cover your inf retreats/pushes but I rarely saw you throwing grenades against lone axis inf to easily wipe them out, since you had plenty munis early game that would've helped stop him from growing his armada of panzergrens/other inf to slowly overtake you.
- One other upgrade I discovered not utilized to it's maximum potential was the B.A.R. upgrade you made mid-game, only one-two squads really utilized the B.A.R. upgrade the whole game. Since you had 180-200+ munis mid-game it would've been best to equip all your rifles with the B.A.R. eventually or all at once.
- Considering the amount of inf he had it would have been best to get more vet riflez out via the elite riflemen training ability so you have about 5-7 altogether to best counter the axis inf. Attempting to group them and charge in is a good idea to help maximize your dps potential. You can also flank from all sides with a good number of them and chuck grenades while he's busy microing engagements from all sides(he can't be a micro wizard unless he's top 10!).
- One last thing I noticed was the fact that you let some riflemen squads stay put after pushing to get wiped by the tiger or other axis inf, whenever you make a push concentrate on what you're pushing with or if you think you wont be able to keep track of everything then it would best to have a scout in a building or behind green cover at all times first to prevent them from getting wiped quickly.
Hope this helps, gl in automatch. Wreck those scrubs \ /

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Interesting strategy.
- You did good up until you decided to go Schwer and get 2 Luchs out after the jadg.
- I'd recommend going mechanized instead and getting a fast stuka out, followed by schwer and Ober spam to counter the snipers/cons at range well. Or as an easier solution you can go falls or jeager doc and pop em' out of buildings to kill snipers on retreat/in cover nearby.
- Vs Su-85 and PTRS cons never go luch imo, would be better to get more anti-inf out(i.e. obers/jaegers/falls/panzerfusiliers) and go stuka.
- Vs the early-ish clown car well laid mines or a raketen + shrek combo work nicely vs it, make sure to camo the raketen when you get the clown car nearby to be sneaky.
- If you go for mines, put them on a road path he'll most likely use or route he's used before as he'll probably use it again, other than that the rest of the build order is okay.(though you can either stick with the plain stuka option which makes countering the snipers a more difficult task in some ways if he's good at moving them away or you can select a different doc for units out of buildings).
- If you'd prefer not popping out units from buildings Obers + fusiliers can help with Obers focusing on the snipers/con blob from range.
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Leaderboards need more USF that aren't asian students in the USF \  / |
Ehhhh, I'd rather these things get tested first before implemented, don't want to create OP things again.  |
Well COH.org is hosting a mentor program for this summer, so why don't you and your friend sign up? I too have found Allies to be more difficult, and I was terrible with them. I persevered and now I am definitely better and trying to dig myself out of a negative W/L ratio with Soviets.
Highly recommend. +1 |
Both HMGs have the same range (45):
http://www.coh2-stats.com/small_arms/dshk_38_sokolov_mp
http://www.coh2-stats.com/small_arms/maxim_m1910_hmg_mp
I think Dshkas are still a bit overpriced. 280MP would be enough IMO.
Could have sworn the range for the Dhsk was larger, could've been a recent ninja patch.  |
IT ISN'T FAST ENOUGH RELIC. 
WE BETTER BE GETTING 4/5 OF THOSE ALPHA CHANGES OR ELSE IM GOING TO BECOME SALTIVAN IN A MONTH.
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Honestly the Dhsk's suppression buff is quite useful as it has a larger range than the normal maxim allowing it to suppress at max distance, it is usually best utilized within a building but it can also be used to support against gren blobs, however it must still be supported as it is slow and easy to flank. So it can be viable with the proper support, I have found Dhsk's to be most useful with lend-lease doc, since every other doc isn't very viable with the Dhsk. |
Relic holding on to the 4/5 of alpha changes that were supposed to be rolled out this patch is a part of why newer players are having trouble vs call-ins and a-moving elite infantry.  |