Soviet T1 without Snipers
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my question is: is soviet tier 1 ever worth it compared to tier 2, if you aren't going to go snipers. in 2v2.
Posts: 1487
Curenly in many situations first sniper at 0 CP and the 2nd in mid game is the only way not to lose miserably. If he masses lmg grens.
Posts: 1194 | Subs: 1
Flamers + M3 still gives you a great option to counter both early Kubels and OKW in general, though M3s are less useful against Ostheer due to the widespread usage of the Panzerfaust.
So in conclusion, I would say that T1 is a good choice to counter OKW. You no longer even need to worry about Flacktracks because you can quickly tech to T3 and counter it that way. Against Ostheer I would say that it is more dependent on the units you will be supporting the T1 with. When fighting Ostheer, the snipers are really the only useful aspect of Soviet T1, at least IMO.
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Long answer:
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Posts: 41
If you still have the M3 in the lategame, it gives some nice utility dringing your engies around the map and laying mines. You can also ferry squads to the front if you can spare the extra micro, not often against good opponents though.
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Also if you go tier 1, you must go guards for light AT b/c obv you don't have ATG. With 6 man penals and 6 man guards, you can almost combat anything and with proper mirco of your M3, you can early some very important early engagements as allies need. M3 pushes units, kills MGs and squad wipes retreating units. Also a really amazing thing about it, is you can get lucky and spot OKW placing their med HQ and you can kill it before it finishes.
From there, it never hurts to go M5 half track, it's just a solid unti now and you can reinforce on the field and moah down those krauts.
Posts: 85
Penals perform better than standard infantry, but it's really difficult to keep their effectiveness as the game goes by as flamethrowers aren't a great upgrade in most maps. T1 without snipers therefore peaks at around the 5 minute mark and then quickly drops off, whereas the a T2 build will stay relevant for most of the game.
Posts: 830
If anything I find the German sniper to be a bigger nuisance, surviving direct mortar hits and even a katyusha rocket. If a mortar or a stray rocket or even a shreck lands on the two soviet snipers clumped up, they are dead.
Relic should just allow Ostheer squads to get 5 men, solves the problem with Soviet snipers. German sniper shouldn't have this survivalist status, it is ridiculous.
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Posts: 1122
But play entirely without them? Its like playing wehr without support weapons.
Posts: 1891
T1+T2 into call-in armor is my favorite Soviet strategy atm. Penals form a competent close range anti-infantry/building core. supported by Snipers, HMGs, mortars, and Shocks you can really beat the Axis at their own game of combined arms.
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should Relic do something to address the M3's uselessness against Wehr?
Make the Faust have a shorter range but then maybe add some bonus to rear Faust shots to incentivize flanking of reckless M3. Faust is the only counter Wehr has in T1 against the scout car unless you get a vetted MG that can pop incendiary rounds. A good M3 player will likely just scoot out of the cone of fire though
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