This shows how completely broken this forward HQ ability from Soviet Urban Defensive Doctrine is.
You have no counter as a german player. If they manage to get conscripts on your fuel cutoff point, you have no hope of winning.
I have never encountered this until this match, and it is completely broken.
Soviet Forward HQ is broken.
by
Flyingsmonster
19th May 2014, 23:44 PM
No chat in this replay.
19 May 2014, 23:44 PM
#1
Posts: 155
20 May 2014, 00:15 AM
#2
Posts: 8154 | Subs: 2
Lol Skill difference too much maybe?
MHT? 4/5 attack ground with flamer? Going to the other side and capitalizing they spend 60 fuel on that building?
MHT? 4/5 attack ground with flamer? Going to the other side and capitalizing they spend 60 fuel on that building?
20 May 2014, 01:40 AM
#3
Posts: 879
Set up MG, make 3 mortars from both sides.
Go cap other side, herpaderp.
Go cap other side, herpaderp.
20 May 2014, 07:20 AM
#4
Posts: 2487 | Subs: 21
Step 1: Go Spearhead
Step 2: Get a mht out
Step 3: Hit the FWD HQ with an incidienary round
End Result: Burns down no matter what.
Step 2: Get a mht out
Step 3: Hit the FWD HQ with an incidienary round
End Result: Burns down no matter what.
20 May 2014, 09:01 AM
#5
Posts: 172
I feel your pain. Just bomb them. Build resource points and build/call in the biggest and meanest arty you have. The soviet players deserve nothing less.
20 May 2014, 10:07 AM
#6
Posts: 875 | Subs: 6
You can just build a mortar and destroy it, wasting the 60 fuel investment and causing you to win the tech race.
22 May 2014, 00:50 AM
#7
Posts: 1
I agree with VonIvan however it doesn't always set the Building alight.
it sucks if you haven't gone spearhead or have already chosen your commander thats why hold off till later most of the time.
I agree with Flyingmonster not because it is drastically OP but its such a lame strat it either wins the soviet player the game with very little skill or it loses them the game because they built it in the wrong place or you went spearhead. I want a good see-sawing game where both sides fight the good fight not this one sweeping shitty strat.
it sucks if you haven't gone spearhead or have already chosen your commander thats why hold off till later most of the time.
I agree with Flyingmonster not because it is drastically OP but its such a lame strat it either wins the soviet player the game with very little skill or it loses them the game because they built it in the wrong place or you went spearhead. I want a good see-sawing game where both sides fight the good fight not this one sweeping shitty strat.
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