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How to help brit early game?

8 Oct 2015, 13:16 PM
#41
avatar of Otherside

Posts: 32

jump backJump back to quoted post8 Oct 2015, 02:19 AMRomeo
Brits feel very weak to me early game, especially against aggressive ostheer strategies like 3 ostruppen. What would you do to give them a little boost? Here are some of my thoughts:

5 man squad upgrade: also reduces reinforce cost to 28.
Universal Carrier: move repair ability to vet 0, make it also repair engine damage, maybe increase muni cost.
AEC: increase armor. Make the immobilization ability way more responsive.



the also need a moveable mortar or some effective arty, breaking an ost position of paks and mg's at the moment is impossible unless you use the op croc
8 Oct 2015, 13:19 PM
#42
avatar of MoreLess3rd

Posts: 363



That is something I didn't know. I have to try it myself to believe.


yeah same here, i do know that aimed shot can atk Support weap n Infantry, guess Sniper count as infantry
Silly me :p

Not really. British sniper is very resistant and if tommies are close they will open fire on your JLIs => you need to instaretreat or lose the squad. I wouldn't advise, unless the sniper is alone situation that you will almost never encounter, except noobs cases.


alright i keep that in mind,
8 Oct 2015, 13:19 PM
#43
avatar of Kubelecer

Posts: 403



Does JLI Viable?i mean they can spawn behind the sniper


JLI are pretty good, they will snipe models below 70% hp if they hit. I've always countered brit snipers with :hansRNG: isg shots
8 Oct 2015, 13:22 PM
#44
avatar of MoreLess3rd

Posts: 363



JLI are pretty good, they will snipe models below 70% hp if they hit. I've always countered brit snipers with :hansRNG: isg shots


well im bad at ISG, kinda feel like the game hate me, n Wipe my squad with RNG
Plus ISG seem inaccurate for me, must be bad luck huh

i know that ISG cant shot through shot blocker, it will make it shot like mortar,
n that will have like Accuracy penalty i guess.
8 Oct 2015, 13:23 PM
#45
avatar of Robbie_Rotten
Donator 11

Posts: 412



ISGs, Mortars, etc. Not to mention that the Vickers seems to take an age to pack up (odd for a weapon on a tripod) so it is easy to pick them off with indirect fire or flank them.

I agree with Australian Magic that the Brits can struggle at early game but they have no real mid-game to speak of.
The UC is far too easily destroyed by fausts, HMG fire and any vehicle.
The AEC is a good strong unit against light vehicles but not very effective against infantry and is likely to be appearing just before medium armour.

So Relic are (of course) nerfing the Churchills and Centaur - but this needs to be done with something to make the British mid-game viable.


Isn't that more because they only have three tiers though instead of the usual 4?
8 Oct 2015, 14:10 PM
#46
avatar of Porygon

Posts: 2779

Brits lack many things in early game-mid game.

Just spam Osttruppen, back them with HMG and gg.


Agree with some of it, but "Just spam Osttruppen, back them with HMG and gg." is stupidly wrong.
It is quite easy to counter this.

Snipers and sappers arrive fast enough now, locking them in T2 isn't really a big setback.

Their only flaws now is super high Tommies reinforcing cost, Tommies worthless out of cover, lack of mid game indirect fire (mortar pit being trash), wasp overnerfed and exist in the wrong tech/time period, lack of late game artillery (25Ps and Sextons are a joke)

Possible fix,

Increase a bit of moving accuracy of Tommies
Tommies reinforcing cost -> 30
Sextons need serious buff on par with other artillery.
Valentine should arrive at 6 CP, it is a shitty tank unlike beta. :foreveralone:
25P should shoot shells, not water balloons :foreveralone:
AEC fixed into something at the like Puma and T70?
Mortars can get out of the Mortar pit, but if they do, they have less range.
8 Oct 2015, 14:11 PM
#47
avatar of Rollo

Posts: 738

Wasp should be 60 muni for its current performance, grenades should be bundled in with brens and PIATS.

PIAT's should cost 60 muni and work like zooks. It would be nice to be able to use piats+bren carrier early game rather than rushing a 6 pounder to deal with a scout car.

As for how brits struggle against Ostruppen, I think this just highlights the issue with infantry sections atm. They need to be cheaper to maintain, possibly with a change to the 5 man squad upgrade as others have mentioned.
8 Oct 2015, 14:19 PM
#48
avatar of Australian Magic

Posts: 4630 | Subs: 2



Agree with some of it, but "Just spam Osttruppen, back them with HMG and gg." is stupidly wrong.
It is quite easy to counter this.

Snipers and sappers arrive fast enough now, locking them in T2 isn't really a big setback.

Their only flaws now is super high Tommies reinforcing cost, Tommies worthless out of cover, lack of mid game indirect fire (mortar pit being trash), wasp overnerfed and exist in the wrong tech/time period, lack of late game artillery (25Ps and Sextons are a joke)

Possible fix,

Increase a bit of moving accuracy of Tommies
Tommies reinforcing cost -> 30
Sextons need serious buff on par with other artillery.
Valentine should arrive at 6 CP, it is a shitty tank unlike beta. :foreveralone:
25P should shoot shells, not water balloons :foreveralone:
AEC fixed into something at the like Puma and T70?
Mortars can get out of the Mortar pit, but if they do, they have less range.


"Osttuppen and HMG" was just a shortcut.
Tho still I remember a game vs Luvnset and Paul recenlty where Osttuppen spam completly killed Luv in early game.
8 Oct 2015, 14:28 PM
#49
avatar of Tetley

Posts: 187

UC could also see its Vickers upgrade improved as well, possibly to act the same was as a kubel.
8 Oct 2015, 14:52 PM
#50
avatar of 5trategos

Posts: 449

-I like the idea of a decrease in reinforce cost with the 5-man upgrade.

-I don't think the self-repair ability is useful at all. Early-game brits are munitions starved and in no way would I consider wasting a potential mine or bren for a quick repair of the UC. Besides, with the reduced teching costs, sappers come out really quick.

-I'd rather see the UC get a bit more mobility. Microing that little bugger is such a pain.
8 Oct 2015, 15:05 PM
#51
avatar of BlackKorp

Posts: 974 | Subs: 2

Oh no Brits have to upgrade Brens to deal better with the axis. That could not be! :facepalm: I want as a little user of my OP faction to keep all my ammo for Imbalanced airstrikes :*( :lolol:
8 Oct 2015, 15:07 PM
#52
avatar of Porygon

Posts: 2779



"Osttuppen and HMG" was just a shortcut.
Tho still I remember a game vs Luvnset and Paul recenlty where Osttuppen spam completly killed Luv in early game.


That map layout is difficult for Brit, it makes sense :foreveralone:
But trust me, Osttruppens can't do shit to Brit that know how to play. :foreveralone:
8 Oct 2015, 15:19 PM
#53
avatar of Dick Cockstone, Ph.D

Posts: 143

Good luck sending the luchs to counter him, only to get it receive an engine clit and fed to the almighty 666pounder/Cenatur/Crom


And JLI are basically a factory refurbished ostruppen.


Just build 5 ISGs and say your RNG rayers
8 Oct 2015, 15:38 PM
#54
avatar of AngryKitten465

Posts: 473

Permanently Banned


Indeed form me there are only 2 viable doctrines as OKW against brits: fortifications and breaktrough. Maybe special operations to some extent, because you need very strong late game to properly retaliate. But even so, against brits OKW is verry punishing if you made the wrong choices. The units you talked about are not as important as your teching choice. For instance if you start with puma building and he is making emplacements, you have nothing to deal with them.

Further, I am not a fan of investing amo in mines and upgrades for bunkers, the resource income is low, and you will need every amo drop for incendiaries and shrecks, even for lategame arty strykes which are something that OKW is good at. But that's just my opinion.


I see, you make some valid points!

I for an instance vs a brit, usually start of with making 3 volksgrenadiers, get the fortifications doctrine right away and rush a fuel point, in order to secure it. After this I either get one more volks squad and one or two mg34s (depending on possible sniper) and get a raketten. I save up munitions to get a shreck on a squad asap. Only after I get the my core units together do I actually tech up, since my tech up is aimed at rushing a Jangpanzer IV.

Next I get the medic truck, which allows me to get the Jagdpanzer IV, which will be my first fuel spending after getting the medic truck of course. I can get a LeIG for annoying tommie squads and win fights with it. From here on I go by how the game progresses.

Usually I get more shrecks on my volks, get a forward retreat point and get the repair truck up, in order to repair the vital Jagdpanzer IV. From here I usually get another Jagdpanzer IV and after this unit, I transfer to munitions via the repair truck. From here on it is incendiary grenade and panzerschreck heaven.

I add some bunkers and smine fiels after I started the munitions trade and sometimes some obers.

Not much a brit can do, unless he beats you in the early game, or throws the Artillery that can insta stun your Jagdpanzer IVS with the first hit, leave them stunned long enough for the second hit to damage their engines :foreveralone:

Try it, works every single time!
8 Oct 2015, 15:46 PM
#55
avatar of Thunderhun

Posts: 1617

How to help brit early game?

By getting good. :snfBarton:britsbritsbritsbritsbritsbrits

8 Oct 2015, 16:29 PM
#56
avatar of Muxsus

Posts: 170

Oh no Brits have to upgrade Brens to deal better with the axis. That could not be! :facepalm: I want as a little user of my OP faction to keep all my ammo for Imbalanced airstrikes :*( :lolol:


good luck getting brens when you require wasp to kill mgs in buldings and healer upgrade on every inf section mate
8 Oct 2015, 17:03 PM
#57
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Your smurf nickname for the forum is a bit offensive and your posts pure salt on a bleeding wound. What's ur in game account by the way?

"User names may not break any rules listed in Chapter 1."
"Creating multiple accounts is not allowed and all multiple accounts will be permanently banned."

:rolleyes:
8 Oct 2015, 17:49 PM
#58
avatar of ThatRabidPotato

Posts: 218


"User names may not break any rules listed in Chapter 1."
"Creating multiple accounts is not allowed and all multiple accounts will be permanently banned."

:rolleyes:
Yea, I was wondering if anyone else would pick up on that. Several of the guy's threads are titled EXACTLY like the ones another account used to do before it was banned, although I can't remember the name of that one right off the bat.

'Problem" "OKW" "All Modes"

Stuff like that.
I'd really like to see the results of an IP trace on him.
8 Oct 2015, 19:32 PM
#59
avatar of Dick Cockstone, Ph.D

Posts: 143


I'd really like to see the results of an IP trace on him.
You could be arrested for such stalker-like behavior. Mods and Admins already have access to all members browser type, version, language, timezone and their IP as well, so don't panick:lol:


L2Pand Raise your tolerance level sweety. Jove did not become the top coh2 player overnight, you too can get there, if you drop this loser attitude.
8 Oct 2015, 19:36 PM
#60
avatar of Bananenheld

Posts: 1593 | Subs: 1

Yea, I was wondering if anyone else would pick up on that. Several of the guy's threads are titled EXACTLY like the ones another account used to do before it was banned, although I can't remember the name of that one right off the bat.

'Problem" "OKW" "All Modes"

Stuff like that.
I'd really like to see the results of an IP trace on him.

be right back, getting my pitchfork and my torch
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