Hey guys,
just got Soviet Industry, but its quite different to play...
Unfortunately i have not found any Guide, can someone share some insights? Like when to play it or when you activate the commander.
Im playing 2on2, double Soviet.
Greetings
Soviet Industry
13 Feb 2015, 12:01 PM
#1
Posts: 10
13 Feb 2015, 13:56 PM
#2
Posts: 3552 | Subs: 2
This Commander is in an odd place.
I hope to do a Guide at some point, but for the moment here are some ideas:
When it came out tanks cost relatively more fuel and less MP, since that got changed it's core feature of MP to Fuel has been a bit off. After the first few tanks you often find MP becomes the limiting factor for tanks rather than fuel.
However, some ideas:
1) Be careful with what you build before you activate the Commander, too much will suck up your manpower and upkeep and you won't get to build many fast tanks before you hit the MP wall.
2) Be careful with the first vehicles you build, which will usually be T-34s. This is true of all mediums, but especially true here as you need to get mass of tanks to have effect so don't want to lose them
3) You have very good abilities for keeping tanks alive. Use them. You don't want to lose units unless you are going to get something good for it
4) You have very few things to spend munitions on otherwise. Don't spam repair stations, it's a waste and just congests the map
Use Mines and Demos
5) 1 T-70 might give you handy recon. An M5 or two allows onfield reinforcement for your allies and when upgraded, because 120 Mun is nothing in this doc gives you better AI and shuts down enemy skill planes
6) The KV-2 is a beast for putting behind cover and locking down areas, it's like a Scott crossed with an ISU-152. If you can get one out and support it from enemy AT you are in a good place.
It is NOT a battle tank, don't use it like one
Specifically:
You should probably go T2-T3 as this commander is often about getting fast tanks and running riot with them. T4 you can make work though. Cons will sink up fuel for Grenades, T1 will cost for Clown Cars.
This means your teammate will need to cover these gaps, especially off-maps and heavy tanks that you haven't really got.
Mark Target is very helpful to enable you to keep your stock armour relevant against Axis heavies.
Shock Rifle will give you the incendiary barrage to shut down massed Paks and shrek blobs as well as the mighty IS-2 that can come and take over when your T-34s are losing punch
With repair stations you can keep your teammates heavy armour on the field better than the opposition and win the attrition war
I hope to do a Guide at some point, but for the moment here are some ideas:
When it came out tanks cost relatively more fuel and less MP, since that got changed it's core feature of MP to Fuel has been a bit off. After the first few tanks you often find MP becomes the limiting factor for tanks rather than fuel.
However, some ideas:
1) Be careful with what you build before you activate the Commander, too much will suck up your manpower and upkeep and you won't get to build many fast tanks before you hit the MP wall.
2) Be careful with the first vehicles you build, which will usually be T-34s. This is true of all mediums, but especially true here as you need to get mass of tanks to have effect so don't want to lose them
3) You have very good abilities for keeping tanks alive. Use them. You don't want to lose units unless you are going to get something good for it
4) You have very few things to spend munitions on otherwise. Don't spam repair stations, it's a waste and just congests the map
Use Mines and Demos
5) 1 T-70 might give you handy recon. An M5 or two allows onfield reinforcement for your allies and when upgraded, because 120 Mun is nothing in this doc gives you better AI and shuts down enemy skill planes
6) The KV-2 is a beast for putting behind cover and locking down areas, it's like a Scott crossed with an ISU-152. If you can get one out and support it from enemy AT you are in a good place.
It is NOT a battle tank, don't use it like one
Specifically:
You should probably go T2-T3 as this commander is often about getting fast tanks and running riot with them. T4 you can make work though. Cons will sink up fuel for Grenades, T1 will cost for Clown Cars.
This means your teammate will need to cover these gaps, especially off-maps and heavy tanks that you haven't really got.
Mark Target is very helpful to enable you to keep your stock armour relevant against Axis heavies.
Shock Rifle will give you the incendiary barrage to shut down massed Paks and shrek blobs as well as the mighty IS-2 that can come and take over when your T-34s are losing punch
With repair stations you can keep your teammates heavy armour on the field better than the opposition and win the attrition war
13 Feb 2015, 13:58 PM
#3
Posts: 612
It is a map dependent commander, at least in terms of tech of what you choose.
So the first thing you should consider is floating manpower at some point before you activate Industry. The main problem with this commander is that at some point your ability to spend your increased fuel income runs out because of the manpower drain. If you activate this commander immediately, it will only take another few minutes before you start struggling to reinforce and get new units. I suggest floating from 3 CP's to around 5-6 depending on how you're doing in the game.
If you effectively float for this period of time you should have anywhere from 800-1500 mp as a bank, then you can activate the commander and spend your around 150 fuel after teching. So now if you just focus on getting new tanks, this bank should keep you spending fuel regularly for around 30 minutes assuming you dont loose infantry units left and right.
As for your tech choice it matters a little based on what your team mate is doing and the map. On certain close maps you should go T3 because it will be really hard to use SU-85s, and have your partner go for something heavier like IS-2s or T34-86's. With this tech choice you will also be able to get M5's whenever you want because spending all the munitions you get is difficult with this commander. On more open maps T4 is a solid choice. You can get Katushya for indirect support fire, SU-85s for solid AT, and it synergies well with being able to call in a KV-2 or KV-8.
Another thing to note is that double engineers is a must. There is no way you are ever going to spend all your munitions well with just one engineer squad, and so those resources will go to waste. Make sure to be mining up and demo charging everywhere. Plus they help keep your tanks on the front line.
Strategically speaking in the early game you have to play defensively and rely on your team mate. T2 is a sold choice because you can get support weapons which are not as draining as say a con spam or penals. Snipers are a good choice too, but make sure your ally gets T2. As the game progresses your tank ball should start rolling. repair station and double engineers will allow the tanks to keep fighting. Remember to do most of the work with your vehicles, any damage done by your tanks is FREE damage that you can repair as long as you dont loose the tank. Sending infantry to do the bulk of your fighting is a great way to loose your manpower bank and loose the game.
You are playing Industry, if your tanks are not doing most of the work later on you are doing something wrong.
Dammit Vort, you beat me to it!
So the first thing you should consider is floating manpower at some point before you activate Industry. The main problem with this commander is that at some point your ability to spend your increased fuel income runs out because of the manpower drain. If you activate this commander immediately, it will only take another few minutes before you start struggling to reinforce and get new units. I suggest floating from 3 CP's to around 5-6 depending on how you're doing in the game.
If you effectively float for this period of time you should have anywhere from 800-1500 mp as a bank, then you can activate the commander and spend your around 150 fuel after teching. So now if you just focus on getting new tanks, this bank should keep you spending fuel regularly for around 30 minutes assuming you dont loose infantry units left and right.
As for your tech choice it matters a little based on what your team mate is doing and the map. On certain close maps you should go T3 because it will be really hard to use SU-85s, and have your partner go for something heavier like IS-2s or T34-86's. With this tech choice you will also be able to get M5's whenever you want because spending all the munitions you get is difficult with this commander. On more open maps T4 is a solid choice. You can get Katushya for indirect support fire, SU-85s for solid AT, and it synergies well with being able to call in a KV-2 or KV-8.
Another thing to note is that double engineers is a must. There is no way you are ever going to spend all your munitions well with just one engineer squad, and so those resources will go to waste. Make sure to be mining up and demo charging everywhere. Plus they help keep your tanks on the front line.
Strategically speaking in the early game you have to play defensively and rely on your team mate. T2 is a sold choice because you can get support weapons which are not as draining as say a con spam or penals. Snipers are a good choice too, but make sure your ally gets T2. As the game progresses your tank ball should start rolling. repair station and double engineers will allow the tanks to keep fighting. Remember to do most of the work with your vehicles, any damage done by your tanks is FREE damage that you can repair as long as you dont loose the tank. Sending infantry to do the bulk of your fighting is a great way to loose your manpower bank and loose the game.
You are playing Industry, if your tanks are not doing most of the work later on you are doing something wrong.
Dammit Vort, you beat me to it!
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