Cheers! I feel like micro has become so much quicker by playing almost DAK exclusively the past week. It's definitely the hardest and most rewarding faction to improve micro, multi-tasking and combined arms coordination with.
Very impressive cutoff play! Your positioning turned the double AT gun buy from an asset into a failed investment. You basically guaranteed that the rifles were always taking bad engagements.
I think it can go either way, but generally speaking like you say Greyhound and Chaffee is better as you can dictate the play but ATGs at times require the opponent to make a mistake to secure kills. If he got the first AT volley on the flak I would of been in a tricky scenario dealing with Riflemen with limited suppression from the MG34
13:50 Getting Vet 1 and Field Supply is always fun: Squads near the vehicle gain combat bonuses and retain the benefit for a short period of time after leaving the aura. +20% speed, +20% rate of fire, and +20% accuracy on affected units. Lasts for 45 seconds after leaving the aura.
It is often "bugged" coz it cancels out when you move med truck, while in range of it or when you enter a fight when near med truck. Also it does not scale with combined arms, when sections can scale with vet1, TC upgrade (more stats buffs than CA), stuart command aura + abilities from BG. In old updates it even was able to cancel out CA. Nowadays probably CA always works, but Field Supply probably still does not stack, coz speed buff does not work when CA is active. I am to lazy to test fire rate again.
Yeah I really like the medical truck vet1 ability. I think it's balanced that it debuffs if the med truck moves. It gives the Allies player a reason to force it to move, especially with how the buff last for a long 45 seconds and offers infantry and support weapons so much strength and speed.
@@StephennJF Lots of things is a bit of jank, the speed buff doesn't stack with CA but it got other buff and also buff Italian troops and I believe your allies troops. You get to keep the buff if you get out of the circle. It's really nice in team games because it helps get your troops back in the fight from a forward healing position and even get some speed to flank but its also a tad odd to put them into danger to get vet in the first place since it doesn't give combine arms nor does it heal. Use it for combat reinforcement? At least it not something dumb like losing your First Strike on the Hellcat if the MG fires. As if its not already hard enough to get that to work.
I feel DAK can be perceived as weak at times because I think it's the most punishing faction if you make a micromanagement or strategic error. If DAK is played well I find it very strong as well! Glad to hear you're enjoying the casts! :)
Seeing the flamethrowers of the gustatori was why I got this game. Awesome to see someone mastering their use and bringing them back!
The movement of everything simultaneously is impressive, plus the game knowledge and hitting flanks I am surprised he didn't surrender earlier.
Cheers! I feel like micro has become so much quicker by playing almost DAK exclusively the past week. It's definitely the hardest and most rewarding faction to improve micro, multi-tasking and combined arms coordination with.
Very impressive cutoff play! Your positioning turned the double AT gun buy from an asset into a failed investment. You basically guaranteed that the rifles were always taking bad engagements.
Why you should never go bars early and ignore a greyhound/chaffe vs AA halftrack
I think it can go either way, but generally speaking like you say Greyhound and Chaffee is better as you can dictate the play but ATGs at times require the opponent to make a mistake to secure kills. If he got the first AT volley on the flak I would of been in a tricky scenario dealing with Riflemen with limited suppression from the MG34
The multi-line at the end is awesome!
Lady Luck must be helping that AA half-track, but not including the engineers who helped repair it :D
Haha pioneers lost the coin flip. Big splat at 18:03! :D
Suppression really is king when against Bars USF. He couldnt get the full effect of that upgrade
Yeah it's the best way to deal with Riflemen as DAK!
Oof a well microed flak is the death of USF mid game, no matter the gains from early riflemen dominance. Amazing job juggling all the different units
Thanks! I feel games when DAK hit's their stride with combined arms, juggling all the units it's pretty neat to play and verse it!
You missed an incredible opportunity to title this battle StephennWolf
haha indeed! Maybe a future will behold the name :)
13:50 Getting Vet 1 and Field Supply is always fun:
Squads near the vehicle gain combat bonuses and retain the benefit for a short period of time after leaving the aura.
+20% speed, +20% rate of fire, and +20% accuracy on affected units. Lasts for 45 seconds after leaving the aura.
It is often "bugged" coz it cancels out when you move med truck, while in range of it or when you enter a fight when near med truck.
Also it does not scale with combined arms, when sections can scale with vet1, TC upgrade (more stats buffs than CA), stuart command aura + abilities from BG.
In old updates it even was able to cancel out CA. Nowadays probably CA always works, but Field Supply probably still does not stack, coz speed buff does not work when CA is active. I am to lazy to test fire rate again.
Yeah I really like the medical truck vet1 ability. I think it's balanced that it debuffs if the med truck moves. It gives the Allies player a reason to force it to move, especially with how the buff last for a long 45 seconds and offers infantry and support weapons so much strength and speed.
@@StephennJF Lots of things is a bit of jank, the speed buff doesn't stack with CA but it got other buff and also buff Italian troops and I believe your allies troops. You get to keep the buff if you get out of the circle.
It's really nice in team games because it helps get your troops back in the fight from a forward healing position and even get some speed to flank but its also a tad odd to put them into danger to get vet in the first place since it doesn't give combine arms nor does it heal. Use it for combat reinforcement?
At least it not something dumb like losing your First Strike on the Hellcat if the MG fires. As if its not already hard enough to get that to work.
Wow! Great display of micro and using environment.
Thanks! Yeah the use of hedges and smoke was pretty handy this game!
Good game
This one was definitely fun with it's sling shot like nature :D
Why do people say DAK is weak right now ? I feel like they are scary good. You are nice and I enjoy your casts and expert gameplay
I feel DAK can be perceived as weak at times because I think it's the most punishing faction if you make a micromanagement or strategic error. If DAK is played well I find it very strong as well! Glad to hear you're enjoying the casts! :)
@@StephennJFthanks for the reply. :)
With MG whenever I relocate it, I tell them to reload
That is a good habit! I'll have to start to remember to do the same :)