What are your Heavy Cavalry Strategies?
Posts: 621
But personally I find the Pershing under performing for its cost it has good damage and all and its range is great but its eventually gonna get into a fight and when it does it loses its health so quickly you just pull out straight away
and if you go 3 riflemen then rangers will just be an mp bleed for you its better to just call one in to replace a riflemen if you went 3 of em and this commander does have you use riflemen cause you know riflemen defenses
But thats just my opinion and Im not a good USF player nor did I use the commander much yet (but I do love it!)
What are your strategies when using it I'd like to know how other people play with this commander and how you implement rangers into your strategy (please specify which gamemode you do it in btw)
Posts: 138
I also get some fuel caches early with second re but this is usually on bigger team games.
Late game usually goes with Pershing double rangers and double jackson if I really need to counter heavy stuff, maybe a scott before all this to soft them up and its also good vs OKW trucks, if the rifles haven't died I give zooks so they can threaten engine damage on any tank they encounter.
Posts: 4301 | Subs: 2
the ranger is good. but, the problem with USF call in infantries is that by the time you unlock them, even 1cp pathfinders, you have 3 rifles already 99% of the time FFS. and sometimes, i want lieutenant, captain and major. and i dont fuckin want a dozen infantry units by 15 minute mark both due to micro and manpower bleed.
so rangers for me, a replacement for rifles if i lose them.
field defense, i mean really nice but the fuckin mine feels like it take a full minute to plant. so you can't be too aggressive with mines and plant too many of them unless you want your rifles to be out of action for a long time.
50 muni smoke, worth it. but i don't try to spam them because 50 muni is still quiet a bit of muni. takes about 6 sec to fall, so it is pretty quick. not quick enough for you to charge a mg42 and then call in (you'll take a lot of damage), but quick enough to preemptively call-in to cover your retreat.
combined arms, it sound nice on paper. i forget to use it all the time lol.
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now pershing. first things i notice.
1. good dps
2. good against infantry a bit like IS2 - fluctuate between wipe or total miss (not as much as is2 though)
3. vet quickly
4.fast, mobile, 800hp is enough and still feel a lot for a USF tank.
5. Environment Piercing shots - borderline OP at least.
range is indefinite as long as it does not hit the terrain.
indicated range ~70 but you can click outside of the indicated range to shoot which translate to situations like:
you see an almost dead ostwind behind heavy hedgerow 100m away across a smooth terrain, you click the ability, click the ostwind, pershing shoots as soon as it turns the turret and ostwind dead.
-------------------------------
my strat is normal USF strat really. spam rifle, lieutenant or captain then major. 13 cp is way too long to hold out for unless you are on the back foot and cannot afford major. i mean, ranger is better flanker, smoke enhances normal rifle play - flanking, combined army is complimentary, field defense is good but a mine won't suddenly make USF a defensive faction and pershing is pershing.
13cp is laaaate. so if you are winning early game as you are supposed to, you should probably not think "ill get jackson to cover AT and complement AI with pershing", because 13cp is laaaaaate.
Posts: 1384
The smoke barrage is really, really good.
It drops pretty quick and covers a large area. I haven't used it in a 1v1 yet, but I'm excited.
Combined Arms is godlike.
Pershing itself is really nice. Great AT and strong AI. Good vet bonuses too. It's like a slightly better Comet. It's too expensive to really use all that often thought, but that's just my playstyle.
Rangers seem like the weak link, to be honest. Vanilla they seem little better than Riflemen, their potential to have lots of weapons is nice though but that's a huge munitions investment. Maybe they have great vet bonuses though, I haven't looked. I also want to see how triple bar's performs. I think it'd be fun to put three bazookas on them and see how that rocks.
Posts: 621
Posts: 150
In the early game, use REs as bait/vision for rifles to flank HMGs, don't forget you can make durable green cover with both riflemen(sandbags) and REs(tank traps).
Purchase at guns/pak howis where necessary to deal with mg bunkers/early scout car or luchs.
Sherman to deal with early P4, and also kite and harass infantry.
When i upgrade to bars, i equip my REs before riflemen to give more map presence since rifles do fine with garands.
Don't forget to set mines on popular spots to lessen the impact of an early vehicle rush.
Posts: 455
As for the Pershing, I can see that being used alongside infantry assaults to deter anything like a Panzer IV from harassing them.
Posts: 1044 | Subs: 1
had a quite a few serious game where it was used by me or against me.
the ranger is good. but, the problem with USF call in infantries is that by the time you unlock them, even 1cp pathfinders, you have 3 rifles already 99% of the time FFS. and sometimes, i want lieutenant, captain and major. and i dont fuckin want a dozen infantry units by 15 minute mark both due to micro and manpower bleed.
so rangers for me, a replacement for rifles if i lose them.
field defense, i mean really nice but the fuckin mine feels like it take a full minute to plant. so you can't be too aggressive with mines and plant too many of them unless you want your rifles to be out of action for a long time.
50 muni smoke, worth it. but i don't try to spam them because 50 muni is still quiet a bit of muni. takes about 6 sec to fall, so it is pretty quick. not quick enough for you to charge a mg42 and then call in (you'll take a lot of damage), but quick enough to preemptively call-in to cover your retreat.
combined arms, it sound nice on paper. i forget to use it all the time lol.
-----------------
now pershing. first things i notice.
1. good dps
2. good against infantry a bit like IS2 - fluctuate between wipe or total miss (not as much as is2 though)
3. vet quickly
4.fast, mobile, 800hp is enough and still feel a lot for a USF tank.
5. Environment Piercing shots - borderline OP at least.
range is indefinite as long as it does not hit the terrain.
indicated range ~70 but you can click outside of the indicated range to shoot which translate to situations like:
you see an almost dead ostwind behind heavy hedgerow 100m away across a smooth terrain, you click the ability, click the ostwind, pershing shoots as soon as it turns the turret and ostwind dead.
-------------------------------
my strat is normal USF strat really. spam rifle, lieutenant or captain then major. 13 cp is way too long to hold out for unless you are on the back foot and cannot afford major. i mean, ranger is better flanker, smoke enhances normal rifle play - flanking, combined army is complimentary, field defense is good but a mine won't suddenly make USF a defensive faction and pershing is pershing.
13cp is laaaate. so if you are winning early game as you are supposed to, you should probably not think "ill get jackson to cover AT and complement AI with pershing", because 13cp is laaaaaate.
Rangers work similarly to Airborne, they replace lost rifles unless you got a ton of floating mp, which you shouldn't as USF, it also gives the Pershing, which is a nice addition for a all around solid tank, although a bit expensive.
Posts: 139
Though Pershing is under-performing for its cost. Hopefully relic will buff it soon.
I do place those mines whenever possible because for this doctrine you do not have any off map artillery that means floating with munition very quickly. Biggest disadvantage of this commander over Rifle commander with easy 8 is that they do not have any counter to the LEIG and flak truck early on. White phosphorous is really good. It is a good commander for a team game I guess. Nothing special though...ain't worth a cent.
Posts: 1891
Posts: 3552 | Subs: 2
This probably works because Axis players aren't used to facing good Allied AT Infantry
Posts: 455
I have heard good things about people who put three zooks on their Ranger squads and take out Panthers distressingly fast.Three Bazookas being useful on a squad? This I must try.
This probably works because Axis players aren't used to facing good Allied AT Infantry
Posts: 5
Posts: 1281 | Subs: 3
Posts: 4314 | Subs: 7
Posts: 4314 | Subs: 7
I have heard good things about people who put three zooks on their Ranger squads and take out Panthers distressingly fast.
This probably works because Axis players aren't used to facing good Allied AT Infantry
Zooks are great , i dont know why people doesnt use them. If you go double rets and captain , all have 2 zooks , that total 6 zooks and this can destroy panzer 4 in 6 seconds (because they have only 6 second reload instaed of shreck).
They also snipe infantry as hell so they can make rets a bit more useful agains everything
Posts: 4301 | Subs: 2
Posts: 30
I wanna know how everyone else uses this commander, I know its a bit too early to ask but so far I like this commander with its riflemen defenses, smoke barrage, combined arms, rangers and of course the mighty Pershing
But personally I find the Pershing under performing for its cost it has good damage and all and its range is great but its eventually gonna get into a fight and when it does it loses its health so quickly you just pull out straight away
and if you go 3 riflemen then rangers will just be an mp bleed for you its better to just call one in to replace a riflemen if you went 3 of em and this commander does have you use riflemen cause you know riflemen defenses
But thats just my opinion and Im not a good USF player nor did I use the commander much yet (but I do love it!)
What are your strategies when using it I'd like to know how other people play with this commander and how you implement rangers into your strategy (please specify which gamemode you do it in btw)
Dude you can check out my guide on steam. http://steamcommunity.com/sharedfiles/filedetails/?id=549750168
Posts: 621
Dude you can check out my guide on steam. http://steamcommunity.com/sharedfiles/filedetails/?id=549750168
I wasnt asking for help I just made this thread because there wasnt one like it and wanted to know how other people are viewing and using this commander
Posts: 30
I wasnt asking for help I just made this thread because there wasnt one like it and wanted to know how other people are viewing and using this commander
And that's how i use it.I posted it because other people such as guests and users can see it.
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