Mgs and OKW
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Posts: 128
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I played a 1v1 as Brits vs OKW on Minsk Pocket and I had three vetted Vickers and AT guns and Comets to protect from tanks but the blob still mowed down my triple Vickers without the help of any vehicles.
it always seems like an enemy squad can slip away, ruining all your mgs
Posts: 2723 | Subs: 1
it always seems like an enemy squad can slip away, ruining all your mgs
Thing is, they weren't getting around, the blob came in head and won :[
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SU: either you spam maxims or you have great micro to constantly reposition your single/double maxim (if you started with 3 cons first). As game progress it's most than likely that they will die. You only need a crit on the gunner and a landing flaming nade in order to wipe it.
USF: unless you trust your partners on the AT department or your performance early on to be able to get Cpt before light vehicles arrive, you are just better going straight to Cpt.
UKF: MGs are a must here followed up by snipers. But if you are not a high skill player, god have mercy on your soul for playing UKF.
Posts: 513
I'll explain it:
SU: either you spam maxims or you have great micro to constantly reposition your single/double maxim (if you started with 3 cons first). As game progress it's most than likely that they will die. You only need a crit on the gunner and a landing flaming nade in order to wipe it.
USF: unless you trust your partners on the AT department or your performance early on to be able to get Cpt before light vehicles arrive, you are just better going straight to Cpt.
UKF: MGs are a must here followed up by snipers. But if you are not a high skill player, god have mercy on your soul for playing UKF.
Cant agree more with your UKF analysis, the amount of 2's games I've lost coz a new shit kid playing UKF and having no idea. It's such a crutch faction atm where you need to be at the top of your game and completely understand the meta and units or you lose by default, horribly designed.
Want to get artillery? You lose
Want to upgrade infantry early with 5 man and weps? You lose
Want to go for infantry based AT and get centaur/church? You lose
Don't enjoy using snipers? You lose
Don't enjoy abusing certain units to stay in the game? You lose
Want to use emplacements? You lose
Posts: 1890 | Subs: 1
Cant agree more with your UKF analysis, the amount of 2's games I've lost coz a new shit kid playing UKF and having no idea. It's such a crutch faction atm where you need to be at the top of your game and completely understand the meta and units or you lose by default, horribly designed.
Want to get artillery? You lose
Want to upgrade infantry early with 5 man and weps? You lose
Want to go for infantry based AT and get centaur/church? You lose
Don't enjoy using snipers? You lose
Don't enjoy abusing certain units to stay in the game? You lose
Want to use emplacements? You lose
+1000 Anymore I cringe when I play 2's and see myself paired with a UKF player on the loading screen my thoughts consist soles of "Please don't suck, please don't suck" *Sees them building early Mortar Pit* ... "Motherf*cker!"
On the bright side, at lease Croc is finally balanced guyz
OT Against OKW that goes heavy on infantry and launches Soviet style numbers attack you need to realize that you can't rely on HMGs to singlehandedly stop a blob like a MG42 does. You need to use the suppression to delay the blob while other units deal enough damage to force a retreat (indirect fire nearby helps a lot)
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A. Game will be enjoyable
B. 50% playerbase quits because they can no longer win a game
Posts: 1248
Posts: 2070
I'll explain it:
SU: either you spam maxims or you have great micro to constantly reposition your single/double maxim (if you started with 3 cons first). As game progress it's most than likely that they will die. You only need a crit on the gunner and a landing flaming nade in order to wipe it.
USF: unless you trust your partners on the AT department or your performance early on to be able to get Cpt before light vehicles arrive, you are just better going straight to Cpt.
UKF: MGs are a must here followed up by snipers. But if you are not a high skill player, god have mercy on your soul for playing UKF.
SOviets seem to be only faction with solid tools to counter the OKW blob
Posts: 128
note: so a volks blob attacked a vikers head on right down the center and killed the vickers....I'm guessing atleast one squad came in from the side of the arc and throw a grenade and the vickers burned. Typically i see vickers suppress and other inf come in and take advantage of the suppression.
Posts: 830
Posts: 552
Cant agree more with your UKF analysis, the amount of 2's games I've lost coz a new shit kid playing UKF and having no idea. It's such a crutch faction atm where you need to be at the top of your game and completely understand the meta and units or you lose by default, horribly designed.
Want to get artillery? You lose
Want to upgrade infantry early with 5 man and weps? You lose
Want to go for infantry based AT and get centaur/church? You lose
Don't enjoy using snipers? You lose
Don't enjoy abusing certain units to stay in the game? You lose
Want to use emplacements? You lose
Ummmm, those are all varying ways to win as UKF. You pretty much just named a bunch of units and said you lose? Wut?
Posts: 1072
1. People say MG42 is best MG in the game.What they often neglect to even consider, is the amount of set up and take down time they require. This means you must either set them up in advance or with units ahead of them which leads me to my second point.
2. Support. Some of you above mentioned that "OKW still managed to destroy my MG team frontally. This happens to ALL unsupported mgs not just allied ones. MG42s many times get mowed down by riflemen and will die before they can pack up or retreat. You will be amazed at how well your mgs perform if they can see and pin their enemies whilst firing at max range and before the enemy can even see them. A number of patches ago they buffed pios LOS IN ORDER TO HELP SPOT FOR MG 42s. Along with this was an accuracy far buff which helped a ton.
Maxims have a smaller arc of fire but they also set up almost instantly. This is SUPER useful to use in conjunction with other infantry units because you simply A move them at the enemy with your other infantry spotting for it.
Use MGs against OKW. But NOT by themselves. There is a reason it's considered a "SUPPORT" unit.
Posts: 2470
Posts: 424 | Subs: 2
maxims are assault MGs and preform well in this role; they preform less well defensively. MG42s are defensive MGs and preform well in this role; they preform less well defensively.
MG42s are defensive MGs but perform less well as defensive MGs? Too much eggnog this holiday season haha but MG42s are great defensively and the main reason I play OST instead of OKW nowadays.
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you're wrong here in this forum m8
Posts: 128
so you suggest to use actual tactics and plans to defeat your opponent
you're wrong here in this forum m8
well i'm hoping the voice of reason can be heard
Posts: 2470
MG42s are defensive MGs but perform less well as defensive MGs? Too much eggnog this holiday season haha but MG42s are great defensively and the main reason I play OST instead of OKW nowadays.
i'm going to blame your eggnog for that typo.
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