Man the kill ratio is brutal, for every 1 founder infantry and vehicle، the movement loses 4. Thats indicative of Founder quality advantage. Key notes to improve gameplay and missed opportunities. Brother, ATGM squads are king. This area is literally perfect for them, high hilltops filled with dense foilage. Hide an ATGM squad and shoot out missiles. Those will be far more accurate. Alternatively you could loe crawl the squad, get it into firing position and launch a rocket before crawling backwards or getting onto a humvee and getting out of there ASAP. Damn i did not know Movement Helo cam blow up airunits. Definitely recommend to scourge up your AA with a vulcan Bradley near the artillery. Good flak gun my dude. Finally get those MLRS. You dont need to risk helo, just pop of a volkey and movement artillery are like headless chickens waiting to be plucked. Movement player did good too, mass assaults were well coordinated, unfortunately he got into minefields, well defended emplacements and doesn't have a direct counter to an ambushing abrams. Just because movement is better at ambushing doesn't mean you shouldn't expect a 3 way enfilade from ambushing plasma abrhams and brdleys.
@covid6942 Dude yeah i feel also on this map founders can shine nice wide open areas to use atgms yeah I got to not be afraid to use my ATGMS squad out in the open idk man having only like 4 of them makes me sweat Yeah im pretty sure they can blow up the legion help due to it being higher armor, Yeah I got to use MLRS more but i feel like at that point it would be to much of a stomp. Like using mines I rarely use them online because some players will straight up leave if they start getting blown up by mines and then the missiles from above especially against movement OOOOF that would just be rough. Yeah I take pride in being a good turtle player
@@TheNobodys yeah wrecking the player too much might get them to give up early but then again. Most of my suggestions are on how to crush enemies to the brink that they broke morale. Technically them existing means they're routed? Still would recommend to go all out in tournaments and you should definitely spread out your ATGMs, like use snipers as forward scouts, they'll notify you if you have to relocate or not. In essence they're your screen, I think you should pair with a humvee, a TOW humvee for extra firepower. So if a convoy gets close, the ATGM fires first, then the TOW as the ATGMs load up to the humvee by then you should leave the area or escort them with a Bradley, that holds the line for a while where your missile units can relocate and set up new firing positions. Could also ambush with twin plasma Abrams on the flanks. So when they commit, you flank them, and kill them In essence set a kill zone.
Gg it was fun to watch. The new map is interesting. I feel the devs are going in the right direction with this
Same im super excited to see new maps that they cook up
By the way, I don't know if it's true or not, but if you put your units inside smoke the artillery will have more difficulties landing a shot on them
@HyperXcube i will def try that out next game and see how that goes
Man the kill ratio is brutal, for every 1 founder infantry and vehicle، the movement loses 4. Thats indicative of Founder quality advantage. Key notes to improve gameplay and missed opportunities.
Brother, ATGM squads are king. This area is literally perfect for them, high hilltops filled with dense foilage. Hide an ATGM squad and shoot out missiles. Those will be far more accurate.
Alternatively you could loe crawl the squad, get it into firing position and launch a rocket before crawling backwards or getting onto a humvee and getting out of there ASAP.
Damn i did not know Movement Helo cam blow up airunits. Definitely recommend to scourge up your AA with a vulcan Bradley near the artillery. Good flak gun my dude.
Finally get those MLRS. You dont need to risk helo, just pop of a volkey and movement artillery are like headless chickens waiting to be plucked.
Movement player did good too, mass assaults were well coordinated, unfortunately he got into minefields, well defended emplacements and doesn't have a direct counter to an ambushing abrams. Just because movement is better at ambushing doesn't mean you shouldn't expect a 3 way enfilade from ambushing plasma abrhams and brdleys.
@covid6942
Dude yeah i feel also on this map founders can shine nice wide open areas to use atgms
yeah I got to not be afraid to use my ATGMS squad out in the open idk man having only like 4 of them makes me sweat
Yeah im pretty sure they can blow up the legion help due to it being higher armor,
Yeah I got to use MLRS more but i feel like at that point it would be to much of a stomp. Like using mines I rarely use them online because some players will straight up leave if they start getting blown up by mines and then the missiles from above especially against movement OOOOF that would just be rough.
Yeah I take pride in being a good turtle player
@@TheNobodys yeah wrecking the player too much might get them to give up early but then again. Most of my suggestions are on how to crush enemies to the brink that they broke morale. Technically them existing means they're routed? Still would recommend to go all out in tournaments and you should definitely spread out your ATGMs, like use snipers as forward scouts, they'll notify you if you have to relocate or not. In essence they're your screen, I think you should pair with a humvee, a TOW humvee for extra firepower.
So if a convoy gets close, the ATGM fires first, then the TOW as the ATGMs load up to the humvee by then you should leave the area or escort them with a Bradley, that holds the line for a while where your missile units can relocate and set up new firing positions. Could also ambush with twin plasma Abrams on the flanks. So when they commit, you flank them, and kill them
In essence set a kill zone.