After a lot of 4v4 experimenting and playing as Sov, the answer is simply why the Sov is balanced: heavy tanks.
When Sov uses doctrines without IS-2 or ISU 152, they lose to ubershrek blob and heavy tanks. Axis tanks get damaged in battle. Allied tanks get destroyed in battle. 5 battles later, axis wins.
When Sov has IS 2 and ISU, it's different story. The 2 tank forces exchange damage with no kills usually, and Soviet artillery can pound the shrek blobs. Equal game. In this scenario, a lone USF with Jacksons can be completely competitive because the Jacksons can stay behind the IS 2s
I recommend 2 Sov go IS 2 doctrines (and different doctrines but I'm not sure it matters too much), 1 Sov go ISU 152, and the 4th Sov/USF use whatever best compliments. Rifle company for the Easy 8s is great when the 8s are supported by IS2. It gives a well rounded fast tank to compliment the sluggish IS 2/152
Winning strategy for allies in team games
28 Nov 2014, 20:58 PM
#21
Posts: 395
28 Nov 2014, 21:14 PM
#22
Posts: 2070
Adding to the above poster, i think having one USF teammate is good. USF can put a lot of pressure in the early and midgame with their infantry while a Soviet teammate can support the USF player with Maxims, snipers, mortars, ZiS, etc. In the late game, Shermans can be valuable flanking tools along with Jacksons in the back or flanking as well. Having three USF teammates or all USF is going to be difficult though.
28 Nov 2014, 21:43 PM
#23
Posts: 1122
In 1 USF player situations that USF player should almost never build Shermans. Sherman is highly restricted if there one puma on battlefield, and p4, which even more threatening to Sherman comes into play rarely more than 1 minute later than Sherman in 50/50 situations. Also to reliably kill panther without putting himself into danger of losing tanks USF player needs 2 Jacksons, and building Shermans delays them a lot.
3 rifles=>Lieutenant=>into situational m20/aa-halftrack/caches/ambulance=>Major=>paratroopers and Jacksons is probably best build in 1usf+2or3 Sov composition. Vetted rifles/paras blob supported by Sov player stuff destroys everything on their way, while jacksons kill every tank which can threaten blob advance from superior range. Not to mention Jacksons soooo good at killing flak hqs and best tank to finish off panthers, thus making panther rushes into ISU'S and other things pay very hight price.
p.s. 1 ISU with mark target (replace with t34-85 with mark target on urban maps like Ettelbruck to get 120mm mortars) 1 IS2 1 B4 if there no direct counter (luftwaffe/close air support) 1 paratroopers doc is Allied dream team composition which can counter everything. Regarding tiers: 2t2 for maxim spam + 1t1 for m3 kubel counter and some engie flaming, snipers and cons with at nades for light at + 1 typical USF.
3 rifles=>Lieutenant=>into situational m20/aa-halftrack/caches/ambulance=>Major=>paratroopers and Jacksons is probably best build in 1usf+2or3 Sov composition. Vetted rifles/paras blob supported by Sov player stuff destroys everything on their way, while jacksons kill every tank which can threaten blob advance from superior range. Not to mention Jacksons soooo good at killing flak hqs and best tank to finish off panthers, thus making panther rushes into ISU'S and other things pay very hight price.
p.s. 1 ISU with mark target (replace with t34-85 with mark target on urban maps like Ettelbruck to get 120mm mortars) 1 IS2 1 B4 if there no direct counter (luftwaffe/close air support) 1 paratroopers doc is Allied dream team composition which can counter everything. Regarding tiers: 2t2 for maxim spam + 1t1 for m3 kubel counter and some engie flaming, snipers and cons with at nades for light at + 1 typical USF.
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