Not really been using this commander, obviously its meta for the huge boost to survivability on gren squads.
Any little tips are tricks for getting the most out of the doctrine?
Tips on using VSL Commander in 2v2.
8 Aug 2020, 08:17 AM
#1
Posts: 1162
7 Jan 2021, 19:46 PM
#2
Posts: 290
-Use 250 and if you get it to 1 star you can use it late game as reinforcing half-track.
- 5 man grens, 'nuff said.
- Stormtroopers in some maps are really good to have.
- It's ammo heavy needing commander to upgrade your grens.
- 5 man grens, 'nuff said.
- Stormtroopers in some maps are really good to have.
- It's ammo heavy needing commander to upgrade your grens.
7 Jan 2021, 21:06 PM
#3
Posts: 1614 | Subs: 3
Some personal findings as 1v1 player:
- Use Stormtroopers mostly in the center of the map so you can give them more attention (as opposed to on the flanks). Also don't just use them for ambushing, but as scouting units as well, they're really good in that role considering Ostheer doesn't have that many scouting options besides Sniper and 222.
- When ambushing with Stormtroopers: always use Tactical Advance against lone mainlines or other weak units. Don't use it against multiple mainlines or CQC elites UNLESS those are distracted by another unit. They do damage so fast your opponent has almost no time to retarget in time. See the ability as a fast forward button where you'd only click it if you're sure to win the engagement anyway. Be wary of grenades.
- Don't underestimate the strength of Stormtrooper smoke grenades, it can be a big force multiplier in engagements. Don't just use them to close in or to annoy your opponent, but also when facing multiple squads to make other squads unable to focus them except your target (divide & conquer), also use them to fall back into and recloak and heal up with the vet 1 heal.
- Don't disregard the Schreck upgrade for Stormtroopers completely. The Schreck is far from an autopick because you lose out on the amazing wipe potential of 4x MP40 Storms, but it can be a great force multiplier with your Pak40 to smack any LV (each Schreck hit means you need one less Pak hit). The front model is the one carrying it, which means it has better accuracy in practice compared to the double Schrecks of Panzergrenadiers where the rear models always hold them. They can also still beat mainlines 1 on 1, unlike double Schreck Panzergrenadiers. The camo is also very strong in combination with the Schreck and the vehicle maphack is a bit expensive to activate but good when planning an attack with its huge 90 radius.
- Combining the free med kits on VSL Grens and the hold healing of the 251 gives you enough healing options to delay the Medic bunker until you feel you can't save the micro for it anymore (say medium tank phase). This allows you to spare 150 manpower and 60 munitions you can pump into more units and upgrades early on.
- Don't just use VSL Grenadiers offensively because of their tankiness and G43. If you can, find / make green cover and they become unpushable and you'Il have more opportunities to heal up (especially popping in and out of garrisons to heal up is a good tactic). One of their few counters is long range LMG infantry like Bren Sections, 1919 Paras/Rifles and Guards. If you face this then consider a Sniper to even the playing field again.
- Flamethrower Pioneers are a great unit inside the 250. The Flamethrower isn't affected by moving accuracy, they have 42 sight, can place tellers in sneaky spots to bait vehicles over and it allows Pioneers to get to vet 2 easily for the repair bonus (with the 5th man that becomes really good). Panzergrenadiers are also a decent option, if you upgrade them with the Support Package they get slow repair, but it's more than enough for the low amount of HP on the 250. Stormtroopers have the best damage potential, but with their short range and 2CP timing I don't think it's worth risking the 250, considering you want to keep the 250 alive for reinforcing in the mid/late game.
- Panzergrenadier Mark Target, Stormtrooper Tactical Advance and Assault & Hold all can be combined with each other for more effectiveness. Stormtrooper decap bonus and Assault & Hold capping bonus also stack.
- Assault & Hold wins you engagements, but Fragmentation Bombs wins you games. Use Fragmentation Bombs on AT guns during a critical moment, they have barely any time to get out, or even use them to stun enemy heavy tanks to finish them off. That said, Assault & Hold is also extremely powerful, not just for the accuracy but also the capping bonus. In general it's good to save munitions in this commander for the powerful upgrades and abilities, instead of spending it on other things like nades (which is also why I'd recommend Stormtroopers over Panzergrenadiers generally, smoke and Tactical Assault have low muni cost but can be as impactful as bundles and they don't need Medic bunker to heal).
- Use Stormtroopers mostly in the center of the map so you can give them more attention (as opposed to on the flanks). Also don't just use them for ambushing, but as scouting units as well, they're really good in that role considering Ostheer doesn't have that many scouting options besides Sniper and 222.
- When ambushing with Stormtroopers: always use Tactical Advance against lone mainlines or other weak units. Don't use it against multiple mainlines or CQC elites UNLESS those are distracted by another unit. They do damage so fast your opponent has almost no time to retarget in time. See the ability as a fast forward button where you'd only click it if you're sure to win the engagement anyway. Be wary of grenades.
- Don't underestimate the strength of Stormtrooper smoke grenades, it can be a big force multiplier in engagements. Don't just use them to close in or to annoy your opponent, but also when facing multiple squads to make other squads unable to focus them except your target (divide & conquer), also use them to fall back into and recloak and heal up with the vet 1 heal.
- Don't disregard the Schreck upgrade for Stormtroopers completely. The Schreck is far from an autopick because you lose out on the amazing wipe potential of 4x MP40 Storms, but it can be a great force multiplier with your Pak40 to smack any LV (each Schreck hit means you need one less Pak hit). The front model is the one carrying it, which means it has better accuracy in practice compared to the double Schrecks of Panzergrenadiers where the rear models always hold them. They can also still beat mainlines 1 on 1, unlike double Schreck Panzergrenadiers. The camo is also very strong in combination with the Schreck and the vehicle maphack is a bit expensive to activate but good when planning an attack with its huge 90 radius.
- Combining the free med kits on VSL Grens and the hold healing of the 251 gives you enough healing options to delay the Medic bunker until you feel you can't save the micro for it anymore (say medium tank phase). This allows you to spare 150 manpower and 60 munitions you can pump into more units and upgrades early on.
- Don't just use VSL Grenadiers offensively because of their tankiness and G43. If you can, find / make green cover and they become unpushable and you'Il have more opportunities to heal up (especially popping in and out of garrisons to heal up is a good tactic). One of their few counters is long range LMG infantry like Bren Sections, 1919 Paras/Rifles and Guards. If you face this then consider a Sniper to even the playing field again.
- Flamethrower Pioneers are a great unit inside the 250. The Flamethrower isn't affected by moving accuracy, they have 42 sight, can place tellers in sneaky spots to bait vehicles over and it allows Pioneers to get to vet 2 easily for the repair bonus (with the 5th man that becomes really good). Panzergrenadiers are also a decent option, if you upgrade them with the Support Package they get slow repair, but it's more than enough for the low amount of HP on the 250. Stormtroopers have the best damage potential, but with their short range and 2CP timing I don't think it's worth risking the 250, considering you want to keep the 250 alive for reinforcing in the mid/late game.
- Panzergrenadier Mark Target, Stormtrooper Tactical Advance and Assault & Hold all can be combined with each other for more effectiveness. Stormtrooper decap bonus and Assault & Hold capping bonus also stack.
- Assault & Hold wins you engagements, but Fragmentation Bombs wins you games. Use Fragmentation Bombs on AT guns during a critical moment, they have barely any time to get out, or even use them to stun enemy heavy tanks to finish them off. That said, Assault & Hold is also extremely powerful, not just for the accuracy but also the capping bonus. In general it's good to save munitions in this commander for the powerful upgrades and abilities, instead of spending it on other things like nades (which is also why I'd recommend Stormtroopers over Panzergrenadiers generally, smoke and Tactical Assault have low muni cost but can be as impactful as bundles and they don't need Medic bunker to heal).
8 Jan 2021, 09:17 AM
#4
Posts: 1162
Some personal findings as 1v1 player:
Some great insights there! Thanks
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