Uses for STUG Es
23 Mar 2014, 07:39 AM
#1
Posts: 3552 | Subs: 2
Following on from:
http://www.coh2.org/topic/14441/uses-for-mechanised-groups
Where we attempt to find uses for the units no one seems to love, or writes off.
Not all of the below qualify as that so, some are just really hard
Right now the Top 10 rarest bulletin achivements are:
1 BLITZKRIEG Deploy 50 Mechanized Assault Groups and 50 Mechanized Grenadier Groups.
2 Size Doesn't Matter
Kill 5 Tigers with M-42 AT gun
3 Rapid Fire Anti-Tank
Destroy 20 vehicles with DShK Heavy Machine Guns
4 Someone Needs to Man those Guns!
Deploy 200 Osttruppen squads.
5 SURPRISE!
Destroy 20 vehicles with Partisan Tank Hunters
6 They're Coming Out of the Woodwork!
Deploy 50 Partisan LMG Squads, 50 Partisan SMG Squads and 50 Partisan Rifle Squads
7 BOOM!
Kill 100 vehicles with B4 howitzers
8 We're Going to Need a Bigger Gun
Get 100 kills using a KV2.
9 Makeshift Artillery
Kill 200 infantry with STUG III E assault gun
10 Assault Grenadiers
Kill 50 enemies with a single Assault Grenadier Squad
23 Mar 2014, 07:48 AM
#2
Posts: 3552 | Subs: 2
So STUG Es:
There are a lot of threads talking about how they aren't very good.
The main minus on these appears to be:
It is not a normal STUG, and you cannot fight tanks with it.
Which is true, but it is not what they are for:
This is something you get in numbers to deal with infantry or team weapons
They are cheap
They are expendable
They vet fast
They repair quickly
Which means given 4 or so and a couple of engineers you can keep a continous field prescence which you cannot do with just about any other German Armour
They cover for AGrens weakness against shocks and PPSh very nicely, and A Grens can take out Guards that would otherwise causes issues
With Vet, which is very easy to get, they can assist teammates in taking down Soviet Armour with HEAT (if it works)
And if you are winning the early game, which this doctrine is good for, you can make an early push on the base with them without needing to wait for anything heavier.
There are a lot of threads talking about how they aren't very good.
The main minus on these appears to be:
It is not a normal STUG, and you cannot fight tanks with it.
Which is true, but it is not what they are for:
This is something you get in numbers to deal with infantry or team weapons
They are cheap
They are expendable
They vet fast
They repair quickly
Which means given 4 or so and a couple of engineers you can keep a continous field prescence which you cannot do with just about any other German Armour
They cover for AGrens weakness against shocks and PPSh very nicely, and A Grens can take out Guards that would otherwise causes issues
With Vet, which is very easy to get, they can assist teammates in taking down Soviet Armour with HEAT (if it works)
And if you are winning the early game, which this doctrine is good for, you can make an early push on the base with them without needing to wait for anything heavier.
23 Mar 2014, 08:05 AM
#3
Posts: 952 | Subs: 1
My thoughts on the Stug E:
They don't snipe infantry with any regularity, and they don't have enough splash damage to dislodge even static crewed weapons.
The HEAT round was changed from guaranteed to X2 penetration last patch, which means it does 90 pen - not enough to guarantee penetrating even a box standard T-34/76. Just about everything else slices right through T-34 armor. Actually it's probably the only weapon that the T34 armor works on other than the 222 upgun.
There's really nothing that they can do that a flamer halftrack can't do better- except maybe dealing with a fausted T70 or M5, or keeping M3s away, but at 5CP it's way too late for that in most situations.
This is something you get in numbers to deal with infantry or team weapons
They don't snipe infantry with any regularity, and they don't have enough splash damage to dislodge even static crewed weapons.
With Vet, which is very easy to get, they can assist teammates in taking down Soviet Armour with HEAT (if it works)
The HEAT round was changed from guaranteed to X2 penetration last patch, which means it does 90 pen - not enough to guarantee penetrating even a box standard T-34/76. Just about everything else slices right through T-34 armor. Actually it's probably the only weapon that the T34 armor works on other than the 222 upgun.
They cover for AGrens weakness against shocks and PPSh very nicely
There's really nothing that they can do that a flamer halftrack can't do better- except maybe dealing with a fausted T70 or M5, or keeping M3s away, but at 5CP it's way too late for that in most situations.
23 Mar 2014, 10:28 AM
#4
3
Posts: 587
Stephen managed to kill an IS-2 with only 22 STUG E´s, personally i think it deserves an MG upgrade or more splash damage, but if it serves the same role as T-70 then i guess buffing should be very minimal
23 Mar 2014, 14:14 PM
#5
Posts: 640
Stephen managed to kill an IS-2 with only 22 STUG E´s, personally i think it deserves an MG upgrade or more splash damage, but if it serves the same role as T-70 then i guess buffing should be very minimal
IRL StuG E had no pintle mg so I'm not sure if it will be added
27 Mar 2014, 19:43 PM
#6
Posts: 3552 | Subs: 2
Really I view these as a cheep Brumbar, but I am not sure we will see more of them in the new patch:
On the one hand, they have more of a window as a cheap early call in tank
On the other, we are less likely to see the mass shocks and Cons the STUG-E deals with so well
On the one hand, they have more of a window as a cheap early call in tank
On the other, we are less likely to see the mass shocks and Cons the STUG-E deals with so well
28 Mar 2014, 08:41 AM
#7
Posts: 2779
Uses of Stugie? Throwing game away
28 Mar 2014, 14:58 PM
#8
Posts: 2693 | Subs: 1
I use them as a cheap and simple way to bolster one of my flanks.
What I usually do is get a P4 first and use it on one flank for mobile AI- and added AI-firepower. Then, I use a PAK40 and a STUGIIIE on the other flank.
What I usually do is get a P4 first and use it on one flank for mobile AI- and added AI-firepower. Then, I use a PAK40 and a STUGIIIE on the other flank.
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