That Dodge
Posts: 1130
the dodge is technically weaker then the m3 but combine this with the most powerful early game infantry and you get yourself one very op package. both the okw and the ost need more time to prepare and establish territory before this abomination comes out so i suggest it needs at least one cp.
In my opinion any unit that has the dps of the german 222 with transport and can act like a mobile firing platform should cost at least 30 fuel but thats just me. right now increasing the cp so that at least a shrek can come out or enough ammo can be obtained for fausts.
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in short:
-bigger groups of units (like 2 volks or 2 gren)
-cap cap cap while he can't
-Sturms win if it carries no one
-Fausts
It's also great to flank MGs so be carefull if you plan on spaming MGs against it with no support.
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However, adding moving accuracy penalty and chance to garrisoned rifles die when vehicle blows up looks like reasonable change for me.
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Making wc51 1cp will kill mechanized doc.
However, adding moving accuracy penalty and chance to garrisoned rifles die when vehicle blows up looks like reasonable change for me.
There is moving accuracy penalty.
Only thing left is to add a chance for units inside to die.
And yea, outside of WC, the doctrine have nothing to offer over other doctrines.
Posts: 1970 | Subs: 5
Posts: 132
Whenever I use the jeep, I put a rifle squad inside and can easily take on 1 sturmpioneer and even 2 volks. I have to back off when I see a sturmpioneer and 1 volks together, though. Generally speaking, the jeep is not that great vs Ostheer since faust is plenty.
If you see one and managed to chase it off instead of killing it, build a raketenwerfer as the 2nd one is bound to come (fighting 2 of these together is a pain without proper light AT). The flaktrack or puma is also good to get since US won't be getting their AA HT anytime soon due to spending their initial fuel for these things.
I feel like the real star of the doctrine is the 155mm arty that has the chance to severely damage OKW trucks if not outright killing it. These used to 1-shot OKW trucks but less so now... but will probably bring down the trucks to ~10% health.
Posts: 1130
It's the mechanized commander, it's based on mobility. With this he'll sacrifice firepower and capping power. Sturms at close range will deal with it pretty quickly if you can get them there. Actually even at range they kick it's ass. Since they sacrifice capping power, use it to cap yourself and make bigger groups of units to counter it's low firepower and make it run away.
in short:
-bigger groups of units (like 2 volks or 2 gren)
-cap cap cap while he can't
-Sturms win if it carries no one
-Fausts
It's also great to flank MGs so be carefull if you plan on spaming MGs against it with no support.
Worthless advice is worthless. im not playing on your level. where i come from they support their dodge and go straight for the cutoff points. you cannot cap as your volks are fighting the rifles and dodge. and they will lose 99& of the time because this combination is to much for any early game volks+pio's safe for cowering into buildings and losing map control.
And 2 pio only work if he is not supporting the dodge.
Making wc51 1cp will kill mechanized doc.
No it will make it balanced. and its far from a bad doctrine. its arty is absolutely brutal vs the okw
Posts: 1130
If you see one and managed to chase it off instead of killing it, build a raketenwerfer as the 2nd one is bound to come (fighting 2 of these together is a pain without proper light AT). The flaktrack or puma is also good to get since US won't be getting their AA HT anytime soon due to spending their initial fuel for these things.
I feel like the real star of the doctrine is the 155mm arty that has the chance to severely damage OKW trucks if not outright killing it. These used to 1-shot OKW trucks but less so now... but will probably bring down the trucks to ~10% health.
This is seriously bad advice. going for a raketenwerfer is the same as losing the game in 1 vs 1. how are you going to fight his rifles with a rakentwerfer? unless he is completely stupid and loses the dodge to the werfer it will not accomplish jack.
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I used it in a 1v1 against penal-flamer-M3. Send out a volks squad as a bait while the racketen sits in the fog of war overwatching the volks. When the WC51 comes in, bam. This unit is so slow, if it even start turning, start making some tea, it's gonna take a while.
Posts: 1970 | Subs: 5
This is seriously bad advice. going for a raketenwerfer is the same as losing the game in 1 vs 1. how are you going to fight his rifles with a rakentwerfer? unless he is completely stupid and loses the dodge to the werfer it will not accomplish jack.
I agree. If you see mechanized on the loading screen, and the map supports it, go double sturmpios.
If you SEE a second dodge on the field, then you can get a puppchen
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Posts: 1970 | Subs: 5
Posts: 1130
I agree. If you see mechanized on the loading screen, and the map supports it, go double sturmpios.
If you SEE a second dodge on the field, then you can get a puppchen
The problem with sturmpioneers is that it only works on cc maps. maps where long range dominates and little green cover and double pioneers become nothing more then mp bleed.
Simply put on a lot of maps you a screwed.
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