USF anti-garrison capabilities
Posts: 30
Posts: 474
The one thing I found useful is just putting mines near the doors of buildings if I have field defenses. Wipes squads often and only costs 30 munitions to bring down +200 manpower(+vet) worth of squads.
Posts: 323
It's the way relic designs the factions. OKW is missing an proper MG; USF is missing flamers; Soviets are missing proper core infantry and have to rely on doctrines; Prostheer has to play reactively but can start to snowball once they get their combined arms coming together; UKF lacks proper tools to deal with many situations early but becomes a monster late game.
The one thing I found useful is just putting mines near the doors of buildings if I have field defenses. Wipes squads often and only costs 30 munitions to bring down +200 manpower(+vet) worth of squads.
This is how i deal with Falls and JLI, one day a guy kept spawning in the same building and took mines after mines, after a triple wipe he flamed and rage quited
The best way as USF to deal with anti-buildings early on is to rush the building, or putting a fire position in firing range of the building and put rear echelon on the position, they will fire grenades that rekt INF in buildings
Posts: 138
OKW suffers from the same thing even more than US since the munitions are to precious to just be trowing around grenades all the time
Posts: 1891
Posts: 30
The US halftrack brings down houses pretty fast as for flamethrowers 3 out of 7 doctrines have flamethrowers, armor and mechanized and rifle.
OKW suffers from the same thing even more than US since the munitions are to precious to just be trowing around grenades all the time
That's the problem i don't wanna go a doctrine just to counter the buildings, Relic should've put anti-inf,AT,building in every faction in every stage of the game,stupid of them
Posts: 4928
The US halftrack brings down houses pretty fast as for flamethrowers 3 out of 7 doctrines have flamethrowers, armor and mechanized and rifle.
What? Armour and Mechinized Company do not come with Flamethrowers. Only Rifle Company comes with Flamethrowers.
Posts: 3103 | Subs: 1
ZERO
MORTAR.
What? Armour and Mechinized Company do not come with Flamethrowers. Only Rifle Company comes with Flamethrowers.
They refer to the Assault Engineers the Companies can give you which may upgrade to flamethrowers.
Posts: 2470
What? Armour and Mechinized Company do not come with Flamethrowers. Only Rifle Company comes with Flamethrowers.
assault engineers.
infantry flamers aren't effective at destroying building though, you need the dot from a heavy flamer.
Posts: 403
TIER
ZERO
MORTAR.
Yes, but REs could use a flamer. I would like to give REs a no doc flamer and change the rifle flamer upgrade to the lmg rack unlock
Posts: 210
Posts: 30
Houses aren't that great either and are usually easily flanked. Not that big of a deal either considering if blobs of rifles just ran around throwing molotov, it would make mgs pointless. You have smoke so use it wisely.
Yeah? then what if there is a panzergrenadier in the house,are you gonna waste 60 muni because 1 nade isn't enough? Don't be ridiculous.
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Posts: 210
Yeah? then what if there is a panzergrenadier in the house,are you gonna waste 60 muni because 1 nade isn't enough? Don't be ridiculous.
You could just not attack it? You know for the same reason you don't run at units in green cover. A stuart, pak howitzer or aa haltrack also easily snipes out mgs as well. If youre really desperate then use the mortar halftrack. There are so many options.
Posts: 1930
TIER
ZERO
MORTAR.
The pack was good at smashing garrison before the nerf. Unfortunately the drop in dps make it weak against garrison, and the suppression effect is completely useless against garrisoned infantry.
The pack howitzer doesn't need the suppression in the first place. The LeiG get suppression because the Okw lack a non-doc mg. The USF have the .50cal.
The pack howitzer should had its suppression effect removed, but its reload and AOE unchanged. Right now it's kind of crap against garrison, leaving the USF without a long range garrison buster.
Posts: 30
why are you acting like heavy cav is the only viable doc to go for
No i don't i wish we had some NON-DOCTORINAL anti-garrison stuff for USF i usually don't pick doctrines until mid-late game,and if USF had some flamethrowers other than Rifle Company and Assault Engineers, not AA halftrack because i usually go Captain for late game AT, lieutenant is for finishing games early and your riflemen is good enough for AI at least that's what i think and i tried stuart against buildings it's the same result i try to engage houses at long range with riflemen but with the new MG suppression you even get suppressed in heavy cover..
Posts: 3103 | Subs: 1
The pack was good at smashing garrison before the nerf. Unfortunately the drop in dps make it weak against garrison, and the suppression effect is completely useless against garrisoned infantry.
The pack howitzer doesn't need the suppression in the first place. The LeiG get suppression because the Okw lack a non-doc mg. The USF have the .50cal.
The pack howitzer should had its suppression effect removed, but its reload and AOE unchanged. Right now it's kind of crap against garrison, leaving the USF without a long range garrison buster.
I suggest the tier zero mortar solely for quickly getting garrisoned HMGs to piss off from important cutoffs. I'd say the stage of going Captain comfortably is a point where your munitions and fuel will give you access to some sort of tool to coax HMGs out of buildings, be it light vehicle, grenades or Pack Howi - so I'm just concerned with before that, when a player will be lacking munitions or fuel to get these things yet an HMG can still be camping a building on their cutoff.
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