Login

russian armor

DevM's USF without Tears

PAGES (9)down
27 May 2017, 12:56 PM
#122
avatar of Delcontar

Posts: 3

Sorry forgot to add this to my question. Do you like to line up orders for your units such as telling them to cap one point then the next, or issue orders one at a time so you can better adapt to the situation?
27 May 2017, 19:43 PM
#123
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17

Sorry another question for you Devm, this time more of a technical nature. What do you think of attack move? Is it something you use and if so, only on long range units or all units?

Also, do you find the tactical map useful, and in what situations would you use it?

Thanks in advance, and keep playing. I love watching your games!


I use attack move a lot so units don't walk past enemy units so you should use it on all units ^^.
27 May 2017, 19:43 PM
#124
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17

Sorry forgot to add this to my question. Do you like to line up orders for your units such as telling them to cap one point then the next, or issue orders one at a time so you can better adapt to the situation?


Yea I do line up orders to units and then only change them if the plan changes meanwhile!
26 Jun 2017, 04:36 AM
#125
avatar of Bizrock

Posts: 206

Hello,
Will you update your guide for the recent meta?
I notice that you didn't mention the heavy cavalry commander in your guide.

Thanks
26 Jun 2017, 14:21 PM
#126
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17

The guide will be updated soon :)
26 Jun 2017, 18:58 PM
#127
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17

Guide is now updated!
26 Jun 2017, 22:17 PM
#128
avatar of I984

Posts: 224

Respect for writing that up - good read.
27 Jun 2017, 09:11 AM
#129
avatar of __deleted__

Posts: 4314 | Subs: 7

Thanks DevM (and many others who worked behind courtains) for updating this masterpiece ;)
27 Jun 2017, 23:02 PM
#130
avatar of Bizrock

Posts: 206

Well, thanks.
Now that I'm already helping you to update your guide, you didn't mention the USF mortar in the unit section :) .
28 Jun 2017, 16:47 PM
#131
avatar of LoopDloop

Posts: 3053

Thanks DevM (and many others who worked behind courtains) for updating this masterpiece ;)

+1

A question about M20 play: how do you spend your munitions when using the M20? I already usually struggle over getting zooks for AT security or bars for a better snowball, but using the M20 adds that third option of mines while also meaning that you have to spend 70 muni for skirts.
28 Jun 2017, 17:11 PM
#132
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17


+1

A question about M20 play: how do you spend your munitions when using the M20? I already usually struggle over getting zooks for AT security or bars for a better snowball, but using the M20 adds that third option of mines while also meaning that you have to spend 70 muni for skirts.


I usually dont use my munitions on zooks, I go for the m20 and use the crew for some form of early AT + m20 mines then I get the captain out and upgrade zooks on him and get a stuart out (if needed an AT gun is also good).
28 Jun 2017, 17:38 PM
#133
avatar of __deleted__

Posts: 4314 | Subs: 7

jump backJump back to quoted post28 Jun 2017, 17:11 PMDevM


I usually dont use my munitions on zooks, I go for the m20 and use the crew for some form of early AT + m20 mines then I get the captain out and upgrade zooks on him and get a stuart out (if needed an AT gun is also good).


Isn´t it better to give the captain 2 Bars ? The 2 BARS + thompson combo seems really potent to me. And you still have RE for zooks ;)

Also he gets on me ability, which is even better with 2 additional bars

What do you think ?
28 Jun 2017, 17:41 PM
#134
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17



Isn´t it better to give the captain 2 Bars ? The 2 BARS + thompson combo seems really potent to me. And you still have RE for zooks ;)

Also he gets on me ability, which is even better with 2 additional bars

What do you think ?


Versus ostheer thats alright but versus OKW you need the captain with the zooks to deal with the P2.
28 Jun 2017, 17:43 PM
#135
avatar of __deleted__

Posts: 4314 | Subs: 7

jump backJump back to quoted post28 Jun 2017, 17:41 PMDevM


Versus ostheer thats alright but versus OKW you need the captain with the zooks to deal with the P2.


Can´t you just give the zooks to RE and get Bars on captain later on ?
28 Jun 2017, 17:47 PM
#136
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17



Can´t you just give the zooks to RE and get Bars on captain later on ?


Usually your RE is already driving the M20 around, so unless you had built a second one then it's not worth to use 200MP + 150MP + 60 Munies + some fuel just to get a second RE squad with zooks versus just the captain unit and the zooks upgrade which already put you one step closer to the stuart.
28 Jun 2017, 17:49 PM
#137
avatar of __deleted__

Posts: 4314 | Subs: 7

jump backJump back to quoted post28 Jun 2017, 17:47 PMDevM


Usually your RE is already driving the M20 around, so unless you had built a second one then it's not worth to use 200MP + 150MP + 60 Munies + some fuel just to get a second RE squad with zooks versus just the captain unit and the zooks upgrade which already put you one step closer to the stuart.


Then you have vehicle crew with zooks. Do you really need 2 zook squads against the Luchs ? Isn´t HMG with AP rounds + 1 squad with zooks + m20 mines enough to handle luchs until you get stuart ?

Also won´t you get more map control by investing your munnition into Bars for every squad (3 rifles + captain) instead of buying more zooks ?
28 Jun 2017, 17:54 PM
#138
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17



Then you have vehicle crew with zooks. Do you really need 2 zook squads against the Luchs ? Isn´t HMG with AP rounds + 1 squad with zooks + m20 mines enough to handle luchs until you get stuart ?

Also won´t you get more map control by investing your munnition into Bars for every squad (3 rifles + captain) instead of buying more zooks ?


Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.


You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.
28 Jun 2017, 18:09 PM
#139
avatar of __deleted__

Posts: 4314 | Subs: 7

jump backJump back to quoted post28 Jun 2017, 17:54 PMDevM


Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.


You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.


Many thanks DevM. It´s better to have theorycrafting discussion with you than testing some nonsence in live game, just to lose the rank :D
28 Jun 2017, 19:32 PM
#140
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post28 Jun 2017, 17:54 PMDevM


Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.


You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.

So when do you get bars if they're using light vehicles? Because upgraded volks and grens can beat vanilla rifles, which is obviously not good. And don't you fall behind on teching getting an m20, captain, and stu?

Thanks for the replies btw.
28 Jun 2017, 19:47 PM
#141
avatar of DevM
Developer Relic Badge

Posts: 409 | Subs: 17


So when do you get bars if they're using light vehicles? Because upgraded volks and grens can beat vanilla rifles, which is obviously not good. And don't you fall behind on teching getting an m20, captain, and stu?

Thanks for the replies btw.


Vs OKW:
OPTION1: 4riflemen->captain->stuart->ambulance->BARs
OPTION2: 3riflemen->liutenant->m20 (judge if he is close to the p2, this depends on how well you are playing the early game) then if he ISNT close ->ambulance->captain->stuart->BARs , if he is close then ->captain->stuart->ambulance->BARs

Vs OH:
OPTION1: 4 riflemen->Captain->BARs or ambulance -> Stuart -> Bar or ambulance depending on the one you didnt do (judge if your squads have low HPs)
OPTION2: 3 riflemen->liutenant->m20->Ambulance->BARs (perfect scenario where early agression was enough to delay the 222 to some extent)
OPTION3: 3riflemen->liutenant->ambulance->BARs->HMG (hmg might not be needed, you can always tech straight up to captain it depends on the fuel, in this scenario you are pretty much investing in what would go into the m20 into an early ambulance for squad healing and BARs for stronger infantry play.

Grenades in all these scenarios are up to how the game is going, how many munitions you have to spend, what is the build order of the opponent (if he is building many MGs) , for me the grenades either come at the same time as the ambulance or after the stuart is out. Hope this was clear enough.

EDIT: forgot to answer your second question, even though this will delay your major tech it will give you all the tools to fight off the opponent, vs OH this is not as important so you might skip one of the tiers as you like but vs OKW usually even if you skip the liutenant tier you will want it later on after captain since you need the HMGs and at guns to deal with everything OKW throws at you. With that said even vs OKW if the game is going super well then you can rush major either way. Im talking mostly on scenarios where the game is even .
PAGES (9)down
0 user is browsing this thread: