USF vs OKW
Posts: 133
Posts: 773
If im forced to go a certain doctrine, JUST to beat a stock unit, then that's broken as garden.
Posts: 1891
You also have the Sherman and HMC.
The only OKW things I always struggle with are Fusilier spam, JLI spam, and fast P4.
Posts: 3602 | Subs: 1
Bazookas don't counter well the flak-truk, unless you have good covers. What you need to do is using your zooks as a defensive scarecrow until he does a wrong path.
In 1vs1, lately vs OKW I play really aggressively 4/5 rifles to cpt + Atgun + stuart and focus his building. Objective is to kill his T1/T2 before he get too strong. That a bit of a all-in when I'm ready, I let him cap all the map if he wants to but I move everything, ambulance included to get his building down.
Its fun to play
Posts: 3052 | Subs: 15
If they're blobbing it all then arty and back capping is your friend
Posts: 188
Posts: 1890 | Subs: 1
Obers were covered well above; the cheaper Pack Howie is your friend. Obers are really expensive and slow to reinforce so the more you can kill with indirect fire and vehicles the more you come out ahead in the MP war.
Posts: 133
Posts: 1891
Vs OKW players that don't build the Kubel, it's completely possible to win in 5 minutes with really good Rifle play. It seems to me that your getting psyched out by the elite OKW troops; don't.
As long as you can the first Sherman out before his first tank, you should be able do massive MP damage and start pushing them back to their forward base. Just get one Sherman, keep him alive, get a second, preserve, a third/Jackson, keep on killing.
USF vs OKW is really reliant (more so than USF vs Ost) on being good with Rifle and Sherman/Jackson micro, there isn't much strategy or other synergies to worry about. You can win using lots of strata, but this matchup at its core is always about Riflemen and tanks. It's mainly learning the maps and how to get the most out of Sherman's without losing them, which I recommend replays for.
To answer your question: go Infantry Company if you think he's going on an infantry reliant strategy. (BHQ, no Kubel.) If he's going mech first, Airborne might be worth it for pathfinder snipes on wounded models, and scouting for Flaktracks.
Posts: 133
Posts: 1891
Posts: 1890 | Subs: 1
Against KubalJesus I'll sometimes make use of Rifle Company and go Rifle, Rifle, Vet. Rifle. general idea is to use the first two to cap and then once you bump into the Kubal use the Vet Rifle's AT Grenade to finish him quickly before he knows you have a Vet Rifle already. Against OKW I usually always have a buddy system where a 2nd Rifle/RE is always within flanking distance.
Posts: 372
My 2 cents.
Posts: 39
Posts: 133
Posts: 773
I feel like I lose every time I pick LT. It's like completely useless because the .50 is terrible compared to all other HMGs, I never use the M20 and the Flaktrack gets destroyed all the time by everything. I'm just gonna wait till UKF comes out and play as them.
.50 cal is awful, I saw it go toe to toe against the axis MG when both were in buildings, the axis mg just couldn't kill any models but the .50 cal was dropping them.
Problem is, that's it, it doesn't even pin unless they are looking down the barrel and even then it takes 5 hours so the weapon can't be used like a normal HMG to be effective, it has to be used at the front with your attacking forces to suppress the enemy but it needs babysitting like a suicidal toddler at all times.
Going M20 against OKW is not something I recommend, the zook crew is useful against the Puma and (I hear) that the axis AA HT cant shoot if the M20 gets really close to it, but again, far too much micro for any gain. You are better off going CPT and following the Stuart around with the CPT in case you run into a puma.
Don't get me wrong, I love the M20's mines but to make it work against OKW you have to place a mine down where you know there vehicles will chase you, if you can pull that off then you bought yourself a fair bit of time to roll around in the M20, about 20 seconds before the shreck squad arrives
Think of the LT as a domination option only, if you had all the map by the 4 min mark, tech LT and get an AAHT + MG then CPT + Stuart, but only if you know there wont be any threat due to your map control.
I had a game once with the M20, AAHT and a Stuart, that was micro hell but thankfully, he surrendered after he realised there was no way he was getting past it.
But alas, I know what's good and when, but against OKW lately with dual ISG's, Obernators+LMG's and ninjas in buildings against my poor rifles, I have had little to no success against OKW players.
Posts: 1891
IMO the Captain works better with Rifle centric builds because the Captain synergizes better with Riflemen, and the Stuart compliments rifles well. AT guns help, too.
If you go RE centric though the LT definetly has its merits. BAR REs backed by .50 cals and Pathfinders are a nice anti-infantry core. It's also more cost effective than standard 4 Rifles.
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