Forward Headquarters broken?
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And if you mean broken as in underpowered broke, you are fully right, one have to be pretty horribly bad to not hardcounter it with T1 given current fragility of buildings.
Posts: 394
You guys got outplayed. The OKW player on the left lost his healing truck twice, in the first 5 minutes! Him doing that effectively made the battle 3v2 on that side. On the right the side you had a complete noob OKW player who put his healing truck so far forward that he got over run with vanilla rifles and had to keep retreating all the way back to safety and then trying to walk all the way back! Total noob.
It has to be said, why didn't the one of the Ostheer players choose spearhead doctrine or another doctrine with Mortar Half Track? Two of them would have completely hard countered this strategy back up with T1 mortar, flamers, nades from volks and a fast Pz II Luchs.
When the OKW players eventually made Stuka's, they fired at the units on the ground not at the HQ's themselves. You must target the buildings and destroy them, the strat relies on them having a FHQ to keep the pressure on and destroying them forces the player to make more at 300mp and 60 fuel a pop! The Soviet player making the HQ's did not tech at all what so ever, he just made the buildings.
I'd suggest using a Mortar Half Track next time and fire on the FHQ's. As the Ostheer player you can afford to just make hard counters to the FHQ as the Soviet player making them is not teching as her can not afford to, as stated earlier. So make 2 x MHT, 2 x Mortars, 4 x Grens and flank!
Posts: 139
I once saw it used effectively on a 4 v 4 where all 4 players used it on City 17 and eventually every single frontier building on the map was an HQ. But they had crazy good teamwork so I didn't mind getting absolutely handled.
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The ability should be forced into either CP-1 or restricted to buildings that are in an owned/friendly territory. On maps like Rostov on Don or La Glieze though, it's very game-breaking and can end a match before it even begins.
no it is not...
no player should immediately select commanders at the beginning of the game. Once you see a fast FHQ, OKW should get a Stuka and Ostheer should get a mortar halftrack. These units counter the FHQ well. If you don't have any of those, then is suggest locking the area down with mortars and mgs. It also costs 60 fuel, so the SOviet player will be using manpower-only units for a while
Posts: 1963 | Subs: 1
Agreed. Except one thing. Why can't we 'decap' the HQ. I think it would reward the Germans for actually pushing them out insetad of demolishing the thing. Let's assume it that big stone church in Trois Ponts. Haven't seen my incendiary round burn it down before.
no it is not...
no player should immediately select commanders at the beginning of the game. Once you see a fast FHQ, OKW should get a Stuka and Ostheer should get a mortar halftrack. These units counter the FHQ well. If you don't have any of those, then is suggest locking the area down with mortars and mgs. It also costs 60 fuel, so the SOviet player will be using manpower-only units for a while
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Except if it's a stone house/Church. GL taking them down on a reasonable amount of time.
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no it is not...
no player should immediately select commanders at the beginning of the game. Once you see a fast FHQ, OKW should get a Stuka and Ostheer should get a mortar halftrack. These units counter the FHQ well. If you don't have any of those, then is suggest locking the area down with mortars and mgs. It also costs 60 fuel, so the SOviet player will be using manpower-only units for a while
I know it's expensive and it is no less useful if a territory is required to be captured/owned first before it can be placed. This stops abusive players rushing their infantry to the forward most buildings and shutting down a game before it can even begin. We are talking about within the first 2-3 minutes and the game can be over.
It's not always as simple as "just us MG's and Mortars" because there are also plenty of cheese strats that compliment this abusive ability. Sniper Spam, Con Spam, Vanilla American Rifles become instant elite infantry just by being near the damn thing due to its bonuses. A single prerequisite of owning the territory isn't all that much to ask and it is a welcome delay that would buy German players enough time to also establish a territory to compete.
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Permanently Banned
I know it's expensive and it is no less useful if a territory is required to be captured/owned first before it can be placed. This stops abusive players rushing their infantry to the forward most buildings and shutting down a game before it can even begin. We are talking about within the first 2-3 minutes and the game can be over.
It's not always as simple as "just us MG's and Mortars" because there are also plenty of cheese strats that compliment this abusive ability. Sniper Spam, Con Spam, Vanilla American Rifles become instant elite infantry just by being near the damn thing due to its bonuses. A single prerequisite of owning the territory isn't all that much to ask and it is a welcome delay that would buy German players enough time to also establish a territory to compete.
Everything you rant about is a learn to play issue
Posts: 2070
I know it's expensive and it is no less useful if a territory is required to be captured/owned first before it can be placed. This stops abusive players rushing their infantry to the forward most buildings and shutting down a game before it can even begin. We are talking about within the first 2-3 minutes and the game can be over.
It's not always as simple as "just us MG's and Mortars" because there are also plenty of cheese strats that compliment this abusive ability. Sniper Spam, Con Spam, Vanilla American Rifles become instant elite infantry just by being near the damn thing due to its bonuses. A single prerequisite of owning the territory isn't all that much to ask and it is a welcome delay that would buy German players enough time to also establish a territory to compete.
i know it is tough, ive faced the FHQ several times myself and it was a pain. It is difficult assaulting the FHQ due to the infantry aura, so MGs and mrotars would be your best best to manpower bleed the enemy. The mortar halftrack comes out fairly early and has the brilliant incendiary barrage which can scatter the enemy. YOu can do this on fairly low cooldown and wait for your teammate to build a Stuka.
Coordinate with your teammates to lockdown that area to prevent the enemy from moving forward. You can also try to cap other places in order to force the enemy away. I think th number one priority is to keep them contained in an area and and to prevent them from "leapfrogging" FHQs
Posts: 692
It's also the games best artillery unit, on-map and off-map. Effortlessly dropping laser-guided HE shells and gibbing all setup teams and any unit not standing in an open field.
Cry more
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