Hi sphener, I hope you're still on here. I did eventually watch the replay and have a few comments.
Before I start though, I definitely recommend you play bigger maps. Angoville has some broken aspects to it, for example everytime you try to capture the +16munition you get bogged by the base defense. Top side has a huge advantage on this map that is often used/abused by strong players subconsciously. No one will admit it though.
Work on you angle of attack, start recognizing and analyzing weaknesses in defenses.
Angles of Attack:Your first large error didn't have to do with emplacements but rather looking at how you attack in general. Noticing how line of sight affects a fight will be huge to learning how to make strong attacks. Imagine the precautions you take when you build defenses in line of sight, you always make sure that you're putting your MG in a spot with open vision. The same applies for an attack.
At 15:27 you come around a hedge row with the majority of your units with no vision on the target (yellow marked line). Meanwhile the enemy has his full force firing down on your units one by one as they come along the hedgerow. What happens after this attack is not pretty... So lets pull a few seconds back BEFORE you start your attack and assess what you could've done in the moment.
A few things here... you were only a few seconds behind from getting your Sherman at this point which would've made short work of this fight. Just waiting for that would save you a lot of effort/micro/lives. BUT, let's pretend you were NOT about to get a sherman and think about how you could've attack.
A few other facts before the attack identified in your last engagement a few seconds before with your singular airborne unit chasing the car:
-The enemy infantry was equipped with MP44s, this outclasses any of your current units at short range.
-The enemy infantry was equipped with G43s, this outclasses any of your current units at long range except your MG.
-The only medium and potentially long range anti-infantry unit the enemy had was the 20mm car that can be penetrated by either your rocket launchers on your airborne that require short/medium range, the weakened greyhound you have which will not survive a toe-to-toe, or the 37mm which is a bit far away.
Conclusion, you don't want this fight... You want this fight to happen on your terms and your grounds. Not all attacks have to be forward movement, you can do a "pulling attack" or in fencing terms we say "2nd intention" because your first intention is not to kill right away but to hit him with a two-staged move.
What I've drawn out is a possible repositioning of units to "pull" his units forward into a killzone. So a few things I'm assuming that you WANTED which is why you didn't reposition your units and went for the forward direct assault:
-I'm guessing you wanted speed to prevent an assault on your entirely open left side
-I'm guessing you didn't want to move your AT gun from protecting your right side from a potential car assault
-I'm guessing you didn't want to lose your greyhound to a possible RNG trade
-I'm guessing you want the cut off point to prevent him from getting more munitions
Hopefully my drawn plan meets the above objectives.
The first part of the plan is to maneuver infantry to the lower left area of the map and act defensively. This way you will first only engage the enemy at long-medium range first and not immediately at short range to get destroyed by MP44s as well as give your MG a strong fighting chance to trade with the G43s at long range. (You had 2 mgs on that side, one from an emplacement you built that isn't shown on the map, so having both on the right is not optimizing your power over the map). Other movements include moving your AT gun closer to the center of the map and the greyhound up to cover the zone your AT gun will sit. If positioned just right, your AT gun will be able to float attack vehicles to the left through the black area I've highlighted or cover the green area I highlighted. This is also nice because in any case you need to move your AT further to the left or further to the right because of a larger scale vehicle attack, your gun is closer to the action and will arrive earlier.
The third part is all personality: do you want to bait him into the black killzone? Would he take the bait? Will he walk into the killzone himself?
I'm inclined to say answer to these questions are: No, Yes, Yes. Your opponent has shown in previous engagements that he will chase your units down the end of the map. He hasn't had a reason yet to NOT do that again. And even if he doesn't, he is in a losing position and will want to come forward anyways. You have a double high fuel lead on him and 3x munition income. You don't have to bait him in because he will eventually HAVE to come. And if he doesn't he just gives you more time to build stronger units that he cannot compete with because you have so much map control. Like I said, in a few moments you will have a sherman anyways and can just force your way into the cut off point. But even if you wanted to feint attack to force the fight earlier... you can do this with a lot more safety with your units repositioned.
So what we learned from that engagement was that vision and range matters. How will we apply it to the fortress you had to deal with?
The first encounter you've had against the 88 was at this moment (ignore markings, i'll explain later):
I assume the fortress you had trouble eliminating was the screenshot above. There are 2 ways to ruin a fortress: the easy way and the hard way.
1. Easy way: bomb it out. I noticed that at the time you discovered the 88 emplacement you had 3 CP free. Did you know at 4 CP you can get drop in howitzers that have 35mm bombardments with a much lower cooldown than the airforce bombing run? This would have ended the game much earlier. I think this is the way you SHOULD do it.
2.But for those of you who think that's basebombing, shouldn't be allowed, or want to do it the sexy and hard way... read on! Time to talk about the blue and yellow highlighted areas in the picture. What talked about from my previous assessment of the engagement was that line of sight is a critical piece of both attack and defense. In the situation you were facing, the blue area you are safe from the 88 while the yellow is danger. Instead of sending waves of tanks and infantry to the yellow death zone, coming at an angle and using the buildings to close distance on the 88 will allow you to put more units into their effective range to engage the defenses. Stay in the blue zone and maybe sneak some crocodiles in to burn them out!
Other non-related notes to help improve your success in bk:
-USE SPOTTERS, this is probably your biggest weakness. Fortunately your opponent didn't either and so you both ran at each other blind sometimes.
-At around 10 minutes you chose airborne doc while buying rangers. I'd suggest not making rangers simply because the unit does not scale with the doctrine. Not saying rangers are bad or that airborne are even better, BUT when you go airborne doctrine and you start spending CP or other upgrades, they will apply to your airborne only and not your rangers. Meanwhile, the capabilities of the rangers do not differ from your airborne units. Essentially, it is a waste to make rangers AND teching airborne units (CP bought vet, cheaper weapon upgrades from wsc, airborne hq squad bonuses, airborne fire up from the fhq, etc.).
-There are times where you had many idle units in a non-optimal position. For example, at 12:50 you had a collection of units in the bottom right that were not defending any important position, reconing, or even standing in a spot as reserve where they can effectively get to an unsecured location quickly to respond to a fight. Positioning and making sure your units are in active positions (not moving! just in strong locations where they serve a purpose) will help strengthen effectiveness of all your units together. Think like chess, pieces stand still most the time but they are in active positions which makes them powerful.
Tarakancheg: I want volkssturmm to upgrade to knights cross holders at vet 5 so that I can just show players how bad they are.