Well my trending post as OKW using arty falre + stuka pretty much shuts it down.. but as oshteer im having mixed results whats the best way ( i see alsmost all matches having FHQs now in 3v3 or 4v4).
1) Tried mortars effective but if he gets mortarts then its bad
2) Tried the Mortart HT arrives a bit late but the incediary barrage burns the home down but i dont like that doctrine
3) tried pioneer flame rush got stopmed dint execute well not sure if its good.
im talking about 3v3 and 4v4.. THe FHQ guy has his team mates around him and the lock down a VP or fuel for a long time.
im so angry with early game now that i get falmer pios and burn down house early in game
Need help with FHQ BS
27 Jan 2015, 16:29 PM
#1
Posts: 444
27 Jan 2015, 19:29 PM
#2
1
Posts: 412
Make it his grave. Pin him in with MGs and bleed him out. If he built it, it will delay his tech (I think...).
Spam mortars.
Spam mortars.
28 Jan 2015, 09:49 AM
#3
Posts: 1705
Mgs to prevent him from expanding,mortar spam.Keep infantry behind just to defend ur mortars.
Rush pz 4 as possible.Mortar handling and protection is key..DO not ATTACK WITH UR INFANTRY.He will be unable to defeat well used ost mortar without 120 mm,then try to take it out with shock/cons/flamecar charge..thats where ur inf come into play.
Rush pz 4 as possible.Mortar handling and protection is key..DO not ATTACK WITH UR INFANTRY.He will be unable to defeat well used ost mortar without 120 mm,then try to take it out with shock/cons/flamecar charge..thats where ur inf come into play.
28 Jan 2015, 10:40 AM
#4
Posts: 33
Stay passive, get Mortar HT, burn the house, storm their positions. Rinse and Repeat. Mortar-HT is better than normal Mortar, expecially becausse incendiary barrage.
Use Spearhead Doctrine for this, it provides you with Tigers, smoke, reacon and splitter bombs. Put it to good use and you can break your enemies defense rather quickly.
Use Spearhead Doctrine for this, it provides you with Tigers, smoke, reacon and splitter bombs. Put it to good use and you can break your enemies defense rather quickly.
28 Jan 2015, 11:42 AM
#5
17
Posts: 2838 | Subs: 3
2) Tried the Mortart HT arrives a bit late but the incediary barrage burns the home down but i dont like that doctrine
Do you have Spearhead? That is a commander with the mortar HT that has some other very useful abilities, like Tigers, Panzer Tactician, and the recon flight. Remember that the mortar HT also costs less than the FHQ. Of course, you do need to get those early CPs to unlock it.
4 Feb 2015, 06:24 AM
#6
Posts: 168
Mortar HT is a great hard counter, if you have a doctrine with it in.
Stuka is a hard counter as OKW, but relies on the fact you haven't yet chosen tech when you see the FHQ.
A good amount of mortars with MGs and Infantry to defend them, add an artillery officer to the mix for added effectiveness.
For later in the game (and just for trolling), ram tanks into the building to quickly take its health away.
Also, FYI, just shooting any normal weapons (rifles, MGs etc) at the building does take away health too. Its a very flimsy building for 60 fuel.
Stuka is a hard counter as OKW, but relies on the fact you haven't yet chosen tech when you see the FHQ.
A good amount of mortars with MGs and Infantry to defend them, add an artillery officer to the mix for added effectiveness.
For later in the game (and just for trolling), ram tanks into the building to quickly take its health away.
Also, FYI, just shooting any normal weapons (rifles, MGs etc) at the building does take away health too. Its a very flimsy building for 60 fuel.
4 Feb 2015, 07:51 AM
#7
Posts: 1122
Crawl with support units. Considering build order is standard mg into double grens opening, cancel second gren immediately, build second mg instead, then double mortars, build second pio for flamer/utility and rush t2 for reinforcement half-truck or skip it and add two more grens if you can softretreat to reinforce near your OKW teammate med truck without losing too much time.
Critical thing is delay your opponents as much as you can with initial units until you have double mgs and mortars, you should never allow yourself into position where you forced to retreat any of your units (well, you can send pio to cap far away pints if you think it will distract enemy infantry (ammo points on lienne forest and city 17 is good example) with retreating later, but its just another way of delaying your opponents). Time working for you as you gathering your force for one decisive push. Surrender everything near fhq, camp buildings near back strat points, stay in green cover, always cover grens with first mg and first mg with the second. Then just place mortars behind buildings and bomb sheit out of fhq while slowly leaping with your mgs, protected by flamer pio for clearing any buildings on the way and grens from m3s if there any. Do not try to charge your units at enemy as soon as you reach fhq, just drug them into fight, mg suppression and mortar shelling (cancel barrage as you engage infantry for better fire support against it) using one of pio squads as bait and reinforcing everything from half-track. Your opponents will be forced to retreat, and you will won as fhq unreliable shitty cheese strat with 0 late game potential. Also, if you mad as i am, and see opportunity, you can try to put double flamer pio into ht, rush it behind fhq, disembark pios to drew fire and follow with your main force attack.
Also, if you see fhq on loading screen and map good for it, open with double pio and just rush forward and get into important buildings to prevent capture, leaving back capping to your teammates.
Mht is overkill until you facing hardcore maximspam.
Critical thing is delay your opponents as much as you can with initial units until you have double mgs and mortars, you should never allow yourself into position where you forced to retreat any of your units (well, you can send pio to cap far away pints if you think it will distract enemy infantry (ammo points on lienne forest and city 17 is good example) with retreating later, but its just another way of delaying your opponents). Time working for you as you gathering your force for one decisive push. Surrender everything near fhq, camp buildings near back strat points, stay in green cover, always cover grens with first mg and first mg with the second. Then just place mortars behind buildings and bomb sheit out of fhq while slowly leaping with your mgs, protected by flamer pio for clearing any buildings on the way and grens from m3s if there any. Do not try to charge your units at enemy as soon as you reach fhq, just drug them into fight, mg suppression and mortar shelling (cancel barrage as you engage infantry for better fire support against it) using one of pio squads as bait and reinforcing everything from half-track. Your opponents will be forced to retreat, and you will won as fhq unreliable shitty cheese strat with 0 late game potential. Also, if you mad as i am, and see opportunity, you can try to put double flamer pio into ht, rush it behind fhq, disembark pios to drew fire and follow with your main force attack.
Also, if you see fhq on loading screen and map good for it, open with double pio and just rush forward and get into important buildings to prevent capture, leaving back capping to your teammates.
Mht is overkill until you facing hardcore maximspam.
5 Feb 2015, 01:02 AM
#8
Posts: 3552 | Subs: 2
Yeah, doing damage to the surrounding units doesn't help much because the FHQ counters; it can however bleed off MP.
The FHQ doesn't give any buff that helps against suppression however and they either have to stay there and die or retreat.
Really though, if you have one thing that gives you trouble and you could counter it in your loadout but don't, that's your choice and you accept the risks involved.
You have 3 Commander choices, if one of them has to be Festung Support for the occasions you need an MHT then so be it.
Like if you have problems with ISU-152s and don't have an Elefant availible
The FHQ doesn't give any buff that helps against suppression however and they either have to stay there and die or retreat.
Really though, if you have one thing that gives you trouble and you could counter it in your loadout but don't, that's your choice and you accept the risks involved.
You have 3 Commander choices, if one of them has to be Festung Support for the occasions you need an MHT then so be it.
Like if you have problems with ISU-152s and don't have an Elefant availible
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