Axis:
- Make sure that both players bring in some anti-tank in the starting call. An early Sherman would wreck a 2 KCH 1 Sniper start. (And in this case, almost did.)
- You guys had four minutes to build, feel free to put the FlaK88 somewhere closer to the front line. It's a very powerful unit on RtC, but it needs to be placed somewhere where it will engage the enemy. Basically, you had pretty good placement on the second 88, but the first one was wasted.
- Make sure you put the Goliath in cover so it cloaks and use it defensively, it shouldn't have to drive too far to be effective.
- Careful with your tanks, especially expensive ones like the Panther. Don't get close to Riflemen for fear of Sticky Bombs.
- If the Howitzer is as far back as theirs was, don't bother decrewing it. Instead, just blow it up with Paks or Shreks.
- Don't pick up BARs with KCH. This is actually a downgrade from their MP44, because they should usually be attacking while moving, and the BAR is awful on the move.
Allies:
- Vihl, I like your first call-in.
- Good job Mortaring the 88, but make sure that you Mortar from behind a building or hedgerow, somewhere the 88 cannot fire back.
- Make sure you guys are always trying to fill up your population.
- Remember the Calliope is the only artillery unit that fires horizontally enough to hit buildings, you had a barrage or two that pretty much hit an empty house when trying to nail the enemy on the lee side of the building.
- If you guys would've coordinated an attack, you could've taken the 88 much earlier. On one occasion, the Calliope decrewed the 88 and the Pak nearby, but had nothing to really push with.
- EPIC ENDING IS EPIC.
Overall though, it's a really good game. Interesting very-small unit tactics at the end.