US late game problems..
Posts: 115
Trying US for few days and what I found is that it's hard for me to finish even almost won game.
So decided to look around ... and found that it seems to be a problem for others too.
(based on replays and ObsMode games)
Any advices??
Posts: 2280 | Subs: 2
Permanently Bannedive been playing Wehr for a while now. My fav faction.
I tried to get back into usf the other day. my fustration was strong.
For ur own mental health. try to play axis. Sov gets boring fast. USF not only gets boring. they are predictable. and late game is too weak.
Free weekend brought tons of new players. ive been enjoying smashing them. Then if an AT shows up. No problemo. ur axis. u will most likely win.
im soo tired of losing games not because i was bad. but because okw is very forgiving. they can lose volks
set up t4 and rampage u with obers. obers with STG's that ignore cover is so disgusting i cant find myself to fight against okw anymore.
Im tired of microing 2 shermans and a jackson to attempt to kill a KT. to only be rewarded with bouncing rear armor shots. and jackson failing to do its intended role.
Im tired of obers clearing my MG's from the front.
Im tired of volks giving my armor problems
im tired of bazookas being useless.
im tired of usf tiers, that LITERALLY reveal ur tech to the enemy.
im tired of the LOL YOLO stuka
it continues...
spare urself the trouble man.
Posts: 115
But the problem is I will not play Axis ...
Posts: 2280 | Subs: 2
Permanently BannedYou read my mind ...
But the problem is I will not play Axis ...
what?
Posts: 308
Open maps that don't have shot blocks, use the jackson (Make sure it's at vet 1 if you want to fight heavies). Easy way to get vet 1 for jackson is to swap crews from a previously used m20, aa halftrack or stuart that has vet. Let the tank rush you or send infantry behind the tank to maintain sight or even possibly engine damage it. If it gets engine damage call in the P47 and let your Jacksons snipe it till it's dead. If you're opponent isn't an idiot, he will have infantry supporting it. If he has a volk blob by it, let the m8a1 snipe them as you flank the with your infatry to force them to retreat. Then move in the jacksons.
Maps that have a lot of obstacles and objects, use shermans, drive behind a tank where you two are touching each other, so it can't reverse. Use P47, and win. Basically, you need a P47 if you want to take out Heavies as USF.
Infantry, use airborne to deal with elite infantry. Obers killing riflemen is just easy vet for obers. I prefer Thompsons with paras rather than browning because obers can still beat Browning paras in certain scenarios when range is involved. But if you're using tommy paratroopers, get close to the ober squad, the ober squad is kaput.
Also, use m8a1 howitzers in t4. They squad wipe a lot and they can provide smoke so your tommies paras can move in and not take damage while charging.
Pathfinders, don't use them to fight, but hide them right next to the enemy base and have them camo with hold fire. Never use them to fight unless their is a vet 3 or vet 5 squad with 1 guy left, then you can engage to wipe out the squads.
Also, if you have excess fuel (somehow) and if you want to upgrade your paras, get both a captain and lieutenant. Captain is useless for fighting but let him observe any buildings. Captain provides a .5 armor buff for paras if he is alive. Lieutenant, pretty damn good unit already plus you get .2 accuracy buff for paras.
The Do Nots: Don't use m10s, don't use any offmap arty except p47, don't use zooks (1-2 max), don't use bars till the next patch comes out, don't use m2hb machine gun unless it's in a building, don't use HE shells with shermans unless you're firing from long range, never charge with jacksons (use them like a su85), and use p47s only against heavy tanks.
Or you can just play axis till the next patch comes out....
Posts: 63
3 AT guns at the front and 2 in the back covering them is your ideal late game composition. Everything else is anti-inf and 1 artillery unit. Use smoke grenades more to close distances and go Captain first/tech back to Lt sometimes.
Posts: 598
Posts: 308
Instead of exchanging 2-3 tanks for 1 KT or something, focus instead on AT guns as your primary form of AT. In 1v1s and especially 2v2s, I'll end up getting 3-5 AT guns that hard counters any vehicle at any stage in the game; this also lets me focus on munition caches instead, which allows me to get more P47 runs, more rifleman AT mines and/or more artillery.
3 AT guns at the front and 2 in the back covering them is your ideal late game composition. Everything else is anti-inf and 1 artillery unit. Use smoke grenades more to close distances and go Captain first/tech back to Lt sometimes.
Sounds good, but one stuka and your whole AT infrastructure is kaput. Not only that but obers/LMG Grens can rip apart At guns.
Posts: 1970 | Subs: 5
Sounds good, but one stuka and your whole AT infrastructure is kaput. Not only that but obers/LMG Grens can rip apart At guns.
Pretty much.
Posts: 63
Sounds good, but one stuka and your whole AT infrastructure is kaput. Not only that but obers/LMG Grens can rip apart At guns.
Pretty much.
Yes it's true, this game does require you to micro your units. Crazy right?
Posts: 1970 | Subs: 5
Posts: 308
Yes it's true, this game does require you to micro your units. Crazy right?
I know and the USF requires lots of it. But even amazing micro can't stop the inevitable, unless the opponent just spams tank and is stupid.
Posts: 115
Have some more detailed questions.
Pathfinders, don't use them to fight, but hide them right next to the enemy base and have them camo with hold fire. Never use them to fight unless their is a vet 3 or vet 5 squad with 1 guy left, then you can engage to wipe out the squads.
So how can I get vet on them ?? I used to spot with them if have some free resources to deploy. Arty fire with one of the commanders is nice as well, but for fight ... I think I've never got vet1 with them
Also, if you have excess fuel (somehow) and if you want to upgrade your paras, get both a captain and lieutenant.
Captain is useless for fighting but let him observe any buildings. Captain provides a .5 armor buff for paras if he is alive. Lieutenant, pretty damn good unit already plus you get .2 accuracy buff for paras.
How do they "cooperate" with paras (what's the distance).
I know there are some advantages but where can I find a full list ???
Do they work with Rifles as well ??
Posts: 2280 | Subs: 2
Permanently Bannedas long as u keep captain and lieutenant alive. u get the bonuses
they dont work with rifles
Posts: 115
what?
Let's say,I can't stand listening German accent for the whole day.
That's joke
True is that for me Axis are boring and you learn nothing...
Posts: 115
there is no "list" or "distance"
as long as u keep captain and lieutenant alive. u get the bonuses
they dont work with rifles
So only for paras, right ??
Posts: 2280 | Subs: 2
Permanently BannedPosts: 1355
Oh, wait US is the only faction that cant do that (except M20 mines).
Just kidding
Posts: 63
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