Is the m1919 worth it's cost?
Posts: 1158
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Aswell as m1919 is not the weapon you would blob, the same way you don't hear LMG blob complaints, because blobing inf that can't fire on the move is counter productive. You can equip one or two squads with LMG and rest with bars and have an all rounder army, while if you equip all your squads with m1919 you will end up with a static rifle squads, which is not the best way to play USF.
In other words m1919 is not a selling point of the commanders, like it was before. It's a strong weapon to use in combined arms, but having your whole army with m1919 requires very specific map and situation.
Posts: 178
Since they can't fire on the move you'll find if you have to approach the enemy that you'll need overwhelming numbers since you're essentially attacking an entrenched position with 4 riflemen per squad until you stop moving. Once you overwhelm your opponent's position you'll have prime opportunity to either set up for a counter attack or get on the flank of an enemy squad to force them away since a 1919 hitting an out of cover squad at distance will do respectable damage.
While the 1919's downsides of being doctrine locked and less versatile than the Bar do exist, it carries it's own benefits worth considering. You don't have to spend 35 Fuel to tech weapon racks early which you can put into getting your armor out faster (Make sure you unlock your bazooka and tech late racks if you need to kit out your Major/RE's.) The 1919 is cheaper than 2 Bar's at a cost of 70 to 120 and is easier to keep track of since it can be hard to tell which Riflemen you've double Bar'd already if you aren't paying attention. Also since you have a long range weapon compared to shorter/medium range weapons you'll find that with proper use your squads will bleed models less which can be integral in the late game to ensuring manpower advantage.
Posts: 1158
The 1919 is good if your Riflemen are allowed to be static in cover. So you need to find ways to force defensive engagements since you'll generally always win those with 1919's in green cover.
Since they can't fire on the move you'll find if you have to approach the enemy that you'll need overwhelming numbers since you're essentially attacking an entrenched position with 4 riflemen per squad until you stop moving. Once you overwhelm your opponent's position you'll have prime opportunity to either set up for a counter attack or get on the flank of an enemy squad to force them away since a 1919 hitting an out of cover squad at distance will do respectable damage.
While the 1919's downsides of being doctrine locked and less versatile than the Bar do exist, it carries it's own benefits worth considering. You don't have to spend 35 Fuel to tech weapon racks early which you can put into getting your armor out faster (Make sure you unlock your bazooka and tech late racks if you need to kit out your Major/RE's.) The 1919 is cheaper than 2 Bar's at a cost of 70 to 120 and is easier to keep track of since it can be hard to tell which Riflemen you've double Bar'd already if you aren't paying attention. Also since you have a long range weapon compared to shorter/medium range weapons you'll find that with proper use your squads will bleed models less which can be integral in the late game to ensuring manpower advantage.
Is that a yes from you that it's worth the 70mu cost?
Posts: 178
Is that a yes from you that it's worth the 70mu cost?
Certainly, as long as you're comfortable with the limited option of commanders and their more long range defensive focused use compared to Bars they're an excellent option.
Posts: 3602 | Subs: 1
Is that a yes from you that it's worth the 70mu cost?
Imo, no. They're good on their own but suffer the comparaison with BARs. Early game they give a nice boost but fall short on the late game since they don't have the firepower of dual BARs.
Best use would probably have them on 1 or 2 squads and your 3 or 2 others equiped with BARs and use them together, M1919 squad focus from range while BAR squad flank.
Other method is the Ostheer LMG42 strat, blob and focus from max range. Its works vs average players but once they know how counter it (forcing you to always move) it loss its effectiveness.
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Posts: 956
I have found the M1919 a reliable way to fight those pesky LMG Obers, who tend to drop an enemy model per burst.
Very good! They've been looking for your riflemen too! Very soon it'll be 2 riflemen models lost for every 1 ober model
Posts: 615
One word: mobility
Posts: 1379
Posts: 43
On riflemen, BAR is the better choice in more situations. I have a lot of fun putting the M1919 on Rear Echelons because they can build their own green cover & lock down a cutoff point from single infantry units by suppressing with their ability.
well that's big brain af i'll have to try that
Posts: 372
On riflemen, BAR is the better choice in more situations. I have a lot of fun putting the M1919 on Rear Echelons because they can build their own green cover & lock down a cutoff point from single infantry units by suppressing with their ability.
fighting positions are only 60 muni
Posts: 1379
fighting positions are only 60 muni
Sure but it's funnier when some axis elite infantry tries to walk up to you on a flank and you pin them before they get close enough to drop a model.
Thay've got their uses. Stick a 1919 on an echelon and into a building or in a foghting position for rifle grenade, mg, and lmg action for extra memeage.
This isn't some sort of strategic masterplan, it's for funsies.
Posts: 372
Sure but it's funnier when some axis elite infantry tries to walk up to you on a flank and you pin them before they get close enough to drop a model.
Thay've got their uses. Stick a 1919 on an echelon and into a building or in a foghting position for rifle grenade, mg, and lmg action for extra memeage.
This isn't some sort of strategic masterplan, it's for funsies.
yeah for sure, any luck with rechie 1919 spam?
Posts: 1379
yeah for sure, any luck with rechie 1919 spam?
I only ever go balls-to-the-wall like that against AI hahaha. But it is pretty fun because they'll vet up fairly fast (well, at least they did before the vet increase. I haven't done it since then) and when they hit vet 3 they gain a 5th man. So it's basically like a 5man con squad that can: suppress; do damage with an lmg; build MG nests, barbed wire, and light vehicle mines; reinforce for less than Riflemen; and repair vehicles too.
But of of course you lose the patented Rifleman survivability and accuracy and the only infantry snare in the faction. That's why it's pretty ballsy to do against players. I guess you could make good use of the light vehicle mines to counteract it somewhat but I don't have the APM for that haha.
Posts: 1890 | Subs: 1
yeah for sure, any luck with rechie 1919 spam?
Tightrope has tried RE 1919 spam on his channel if you aren't aware/follow him. From what I can tell he's had decent success. I'm kind of curious if 1919s affect Volley Fire at all now...
Posts: 1379
Tightrope has tried RE 1919 spam on his channel if you aren't aware/follow him. From what I can tell he's had decent success. I'm kind of curious if 1919s affect Volley Fire at all now...
I haven't been following the patchnotes but if there hasn't been any changes to volley fire since the RE veterancy increase it should still affect it.
Posts: 658
Also most of the time I get bars over the M1919 (though its pretty good on the Rear Echelon Troops)
Posts: 1194 | Subs: 1
The only real advantage to me is that you do not need tech to access the M1919.
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