Automatch Volks Spamming
5 Jun 2015, 05:10 AM
#1
Posts: 133
A strategy I'm starting to see people use now when I play 2v2 Automatch with friends is making squad after squad of Volksgrenadiers. It's surprisingly effective but it's severely annoying to fight. Especially since the person on the enemy team was using 2 of the same bulletin which granted Volks 10% Less Supression and they steamrolled everything I had long enough to crank out multiple Panzer IVs. You guys have any thoughts on this?
5 Jun 2015, 06:56 AM
#2
Posts: 33
Volks are crap so i cant believe it could be that effective, especially that almost every infantry in this game is superior to volks.
Mgs, AA HT will do the work.
Mgs, AA HT will do the work.
5 Jun 2015, 14:03 PM
#3
Posts: 276
Volks are crap so i cant believe it could be that effective, especially that almost every infantry in this game is superior to volks.
Mgs, AA HT will do the work.
Like most inf.spam-blobs - if it reaches a critical mass it will eat aa-ht and mgs.
5 Jun 2015, 14:40 PM
#4
Posts: 5
try dealing with ptrs blob...
5 Jun 2015, 20:00 PM
#5
Posts: 133
The funny thing is both my friend and I went Guard Rifles too but it didn't seem to pan out too well. This guy had 2 bulletins that granted 10% Less Supression on Volks and that adds up to 20% so that being applied to 6 squads they would just walk past my MGs once they had a little veterancy going.
5 Jun 2015, 20:13 PM
#6
Posts: 732
DEMOS SPAM DEMOS AND FLAMERS
5 Jun 2015, 21:28 PM
#7
Posts: 133
That's a very good tactic. I'm trying that one out haha.
5 Jun 2015, 23:27 PM
#8
Posts: 5
DEMOS SPAM DEMOS AND FLAMERS
that wasnt a blob..
6 Jun 2015, 01:48 AM
#9
Posts: 133
that wasnt a blob..
You're right. A blob is like 4-6 squads and that's what was sent at me, but with a demo charge it would've probably broken them apart enough for my support units to be effective.
6 Jun 2015, 10:07 AM
#10
17
Posts: 2838 | Subs: 3
Flamethrowers. The more, the better. In a 2v2 one of you can safely go T1 for penal battalions. Penals give you extra survivability (6 mans > 4 mans) and flamers that don't explode. If you are good about using Merge then you can avoid retreating your flamers too often. Works best against noobs who A-move multiple squads around the map in a big clump, as flamethrowers do AoE damage.
6 Jun 2015, 10:51 AM
#11
Posts: 2272 | Subs: 1
In cases like this, I have a suggestion which cures most of the encountered problems:
Just try it by yourself and see how far you can get.
Just try it by yourself and see how far you can get.
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