Urban Tactics Forward Hq Issue
Posts: 82
Maybe it should be only used on buildings that is friendly territory. Thoughts?
Posts: 2280 | Subs: 2
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Maybe it should be only used on buildings that is friendly territory. Thoughts?
Dont allow okw med trucks to reinforce outside of friendly territory. then u have a deal
Posts: 17914 | Subs: 8
Mortar Half Truck anyone?
Posts: 82
Tough? As ostheer?
Mortar Half Truck anyone?
I am talking about buildings that take 2 hits from a Stuka.. mortars are an option but they simply mortar you back whilst being healed.
Posts: 322
I would assume its a joke in 1's but in 3's and 4's its quite strong.
You beat it by:
-MG Locking
-Flame pio it
-Mortar HT
-Have your ally make a stuka (Hardest counter)
Posts: 2280 | Subs: 2
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I am talking about buildings that take 2 hits from a Stuka.. mortars are an option but they simply mortar you back whilst being healed.
it has flame barrage, intant kills most buildings
Posts: 627
it has flame barrage, intant kills most buildings
But you need to, like, click on the mortar HT icon.
And then spend, like, 45 muni to instntly waste 300MP/60FU.
That's, like. Three clicks. Dude. Way too hard to achieve.
And you can't do it whilst also using CAS
Posts: 1072
it has flame barrage, intant kills most buildings
Lets hope you have one of the two commanders in your load out one of which is very weak.
Otherwise, good luck...also isn't unlocked until 2cp and costs 66% that of the FHQ.
Posts: 2280 | Subs: 2
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Lets hope you have one of the two commanders in your load out one of which is very weak.
Otherwise, good luck...also isn't unlocked until 2cp and costs 66% that of the FHQ.
always have them. the commanders are weak, but not as weak as urban defense after u win the early game
Posts: 542
it has flame barrage, intant kills most buildings
Sometimes it makes them catch fire (which is not really an instant kill, but makes sure it will go down eventually), but it does not work all the time. You may need multiple barrages costing a lot of munition and most importantly costing a lot of time. In my opinion such a powerful ability should be able to be properly countered by other means than doctrinal random abilities. At least OKW can get a Stuka.
Regular mortars should just be doing more damage to those things, or some kind of other restrictions to the FHQ without making it pointless.
Posts: 82
always have them. the commanders are weak, but not as weak as urban defense after u win the early game
You can't be serious dude. To constantly have one of the weakest commanders in my line-up to counter a 0CP ability. Not cool.
Posts: 10665 | Subs: 9
Posts: 2280 | Subs: 2
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You can't be serious dude. To constantly have one of the weakest commanders in my line-up to counter a 0CP ability. Not cool.
Then continue to lose and complain about it
Sometimes it makes them catch fire (which is not really an instant kill, but makes sure it will go down eventually), but it does not work all the time. You may need multiple barrages costing a lot of munition and most importantly costing a lot of time. In my opinion such a powerful ability should be able to be properly countered by other means than doctrinal random abilities. At least OKW can get a Stuka.
Regular mortars should just be doing more damage to those things, or some kind of other restrictions to the FHQ without making it pointless.
it basically is insta-kill, u wont enter a burning building. it doesnt take multiple barrages if u move the HT close enough. This also depends on the building
Posts: 82
Then continue to lose and complain about it
it basically is insta-kill, u wont enter a burning building. it doesnt take multiple barrages if u move the HT close enough. This also depends on the building
Sounds easy. Not so much with hordes of conscripts and Zis guns guarding it.
Posts: 2280 | Subs: 2
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Sounds easy. Not so much with hordes of conscripts and Zis guns guarding it.
learn how to play and properly counter commanders then. I cant help you if u keep making up excuses to convince me that this commander is op
Posts: 521
I would be okay with friendly territory only if the buildings were repairable and had higher maximum health when used as HQs. I guess they could in turn be limited to one... But a straight nerf is out of the question as there are already many counters.
Posts: 2885
Btw soviets also keep that commander in their leadout to capitalise on stupidity of people not having the counter.
Posts: 3103 | Subs: 1
You can't be serious dude. To constantly have one of the weakest commanders in my line-up to counter a 0CP ability. Not cool.
You ain't referring to Spearhead, right?
I'm personally not very happy about how the only way you can use this doctrine is to be very aggressive with it and get it up at your enemy's territory or very close and then spam it, hogging all the resources to delay the many counters to it.
I would be okay with friendly territory only if the buildings were repairable and had higher maximum health when used as HQs. I guess they could in turn be limited to one... But a straight nerf is out of the question as there are already many counters.
Totally in agreement.
When I hear "Urban Defence Tactics" I think of troops stubbornly holding ground, making the enemy pay for every inch of territory.
I don't think of cheesing the shit out of a match by immediately running into the enemy's cutoff.
Posts: 1585 | Subs: 1
Biggest thing is to keep them pinned so you can work.
Cheesey and beatable.
Also don't come here looking for advice, get it, and then say, nope can't do it. I don't want to use that commander ever.
Posts: 4301 | Subs: 2
I'm personally not very happy about how the only way you can use this doctrine is to be very aggressive with it and get it up at your enemy's territory or very close and then spam it, hogging all the resources to delay the many counters to it.
I would be okay with friendly territory only if the buildings were repairable and had higher maximum health when used as HQs. I guess they could in turn be limited to one... But a straight nerf is out of the question as there are already many counters.
this would be nicer imo.
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