reakly loses to the same strat(6 times in streak)
Match 27498350
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Hello Reakly. I see you are in the trouble. You have losen 6 time vs this tactic... And, i think you can loose again for a long time ... for many reasons. So, i go to help you, and It’s gonna be a little long to read for you. . Looks for tactics ... on 3 mains points ! First one, install the game. Tank doctrine => Jeep vet 1 + Upgrade US Scout smoke + Riflemen (x3) + Engineer (upgrade flamethrower) + Captain (or other) + T2. Now you re good. You can give a answer and faces at all opponent style (see bottom, units choices). T3 (vehicules) is available only if you have take an advantage on early game (7 min) and you have your fuel side, and some fuel opponent side at 10-12min... So you can use Greyhound or Chaffee (depending of opponents choice and your feeling) to finish the game early (~15-20min). T3 (ATGun) opposite, your early game is horrible, poor in fuel, the late game come with ennemies Tanks opponent, it is your last chance. T4, the game stay equilibrate at 10-12min, your opponent stay solid, you need more lethal power (Sherman or Hellcat, depending of what you saw)... Second one point, mind game !!! Your Jeep must be use like a KettenKrad (Jeep take all safe points while my combined army fight, i can use it to take flank far point, but in paying attention, to forces a split opponent's army. You never loose it. You rebuild if Jeep fall down). All others units are your main army after 2-3min maximum. Their first main objective is the map control and you begin by the center (or the main side, north on Tarantino for example), because it is the short way to control all map. Mind game, military tactics is the most important here. You need, always to use and move your unit to take and keep advantage in the fight (fixation, turn around to open undercover shoot, smoke to block oppnent unit shoot, use Flame to damage quickly, satchel charge to trap unit in house, captain arty call)... Every dirty things are well... if you make good trade damage and take the position. After that, your opponent is in the trouble. he go to come back to fight, or fear on the flank. Good news, your jeep have taken points. The opponent can’t escape you anymore, because you know where he is all the time. Otherwise, you look for him with the Jeep. It’s time to exploit the mistakes of the opponent. Often, he splits these units. Use your army to trap him violently, step by step. Once you’re done, you move on to the next area, and you let the Jeep take the points. You keep all your options forces to the next fight. At this time, you have 2 dangers : split badly your army, and come to close of opponent's main base (because of he come back too faster in fights). Stars in the main priority, fight hardly close of his main base with your cock is a mistake. When tickets fall down quickly, opponents make more mistake, never forget that ! ... Third one point, the units choice. Jeep allow you to stay strong with your army, and prevent split it to take point. US Scout ... It is a classic mistake of US player. US scout stay in the army to show before the fight, and smoke aera problems to make an easy fight. Riflemen is the front line (1-2 fix the fight, the third sneaky move on flank. Engineer with flame is the support DPS on early game on every situation (flames ignores covers !!). Captain support and forces opponent to get away cover with arty call. The Mortar choice ... Mortar is pretty interesting for fixed fight when the opponent seems to choose infantry combat. If it’s not the case here, the unit becomes useless. If the idea was to counter the MG42, you need a Sniper. So T2 options. Snipers break MG style (better range, without take shoots). MG break "snow ball" infantries styles (there are too many => go to crawl and eat the earth man !!). Bazooka Squad (your miss in this game) is like your Riflemen when your opponent want make a mechanize front line (1 "8Rad" <=> 1 Bazooka Squad, same for 250v9 to face DaK). Your opponent is abusive (upgrade Bazooka Power). When Bazooka Squad does not face to vehicules, use its specials abilities on infantries to help your Riflemen. Halftrack medic (You heal on the field, and your main army never "back up"). 75mm Canon face 221, Stummel and give some arty shoot. AA Halftrack ... Forgot that in 1v1.
T3 options. Greyhound is a support unit vs infantry or very light tank. Stay behind your main force, in the shadow. Use it in reinforcing, or to flank... But Carefull, it is a bad choice unit if PaK are inside opponent combined army. Chaffee, when your opponent, with poor fuel, finally come with a heavy vehicule, or a light tank. Same like Greyhound vs PaK. Do not forget, this is a dominate choice during middle game. If not, you pay it on a late game (no fuel to give a good answer to the first german tank quickly, before he accumulate). ATGun 57mm choice. It’s the last chance weapon when you have totally miss your early-mid game fight and you have losen "fuel map control". ATGun, specially in 1v1, is an horrible choice, because he just fight on a little part of opponent army, and this unit FIX YOUR COMBINED ARMY ... with his low mobility and his very long time to aim. Impossible to chase, impossible to control the map => So ATGun 57mm <=> last chance only. T4 come for a late game, Hellcatt, Sherman, Easy Eight you know all of that. Ah, I almost forgot. As long as you can’t make tanks and there are no good options => More front line units (Riflemen, Bazooka Squad). If the opponent abuses with the Coastal reserve, Burn them with one more or two engineers flamethrower.