I only play teamgame so if this isn't viable in 1v1 take it with a grain of salt.
By pure circumstance I found this build maxes out at exactly 100pop cap and just gives me a ridiculous amount of Anti-Infantry and Anti-Tank, the only thing it's lacking seems to be artillery but since it's made up of entirely non-doctrinal units you can find a doctrine to make up for that.
my first 6 units out of t1 is an mg, 3 grens, and 2 mortars.
For on field reinforcing and healing I'll often (but not always) buy a reinforce and heal bunker behind a hedgerow/building and not too far outside of spawn but far enough to allow for on field reinforcing/healing. Sometimes I'll throw down an mg bunker instead to guard a flank or point I want to ignore for now and not have harassed, or if I'm cheap, some s-mines.
Depending on enemies fuel income and whether I need to invest in AT or AI, out of my t2 building I'll get 2 pgrens and eventually upgrade them with schrecks, and/or a flammenwerfer halftrack.
Right now I believe with everything the popcap should be at 68.
With just 32 popcap left, I make 4 stugs.
This build is ridiculous if you can keep your units alive and not have to replace them too often, 2 schreck squads +4 stugs REKT's armor, and you easily got enough grens/mortars an MG and a flame halftrack to REKT infantry. Massive combined arms rushes can wipe out emplacements and things of that nature. If there's a unit I want instead for example a tiger tank, usually I can lose the mg42, flametrack and a stug and still have most of the build.
All in all, with a good doctrine, it's an excellent mix of offense/defense, anti-infantry and anti-tank.
It's only real prerequisites is holding a few points a vic point or two and a muni and a fuel. Sometimes I don't even need to cache anything.
What do you guys think?
I got an interesting non-doctrinal unit build
29 Dec 2015, 04:00 AM
#1
![avatar of SuperJew](/images/no_av.png)
Posts: 123
30 Dec 2015, 23:44 PM
#2
![avatar of jellyd0nut](/uploads/avatar/8532.jpg?updated=1407527832)
Posts: 171
I only play teamgame so if this isn't viable in 1v1 take it with a grain of salt.
By pure circumstance I found this build maxes out at exactly 100pop cap and just gives me a ridiculous amount of Anti-Infantry and Anti-Tank, the only thing it's lacking seems to be artillery but since it's made up of entirely non-doctrinal units you can find a doctrine to make up for that.
my first 6 units out of t1 is an mg, 3 grens, and 2 mortars.
For on field reinforcing and healing I'll often (but not always) buy a reinforce and heal bunker behind a hedgerow/building and not too far outside of spawn but far enough to allow for on field reinforcing/healing. Sometimes I'll throw down an mg bunker instead to guard a flank or point I want to ignore for now and not have harassed, or if I'm cheap, some s-mines.
Depending on enemies fuel income and whether I need to invest in AT or AI, out of my t2 building I'll get 2 pgrens and eventually upgrade them with schrecks, and/or a flammenwerfer halftrack.
Right now I believe with everything the popcap should be at 68.
With just 32 popcap left, I make 4 stugs.
This build is ridiculous if you can keep your units alive and not have to replace them too often, 2 schreck squads +4 stugs REKT's armor, and you easily got enough grens/mortars an MG and a flame halftrack to REKT infantry. Massive combined arms rushes can wipe out emplacements and things of that nature. If there's a unit I want instead for example a tiger tank, usually I can lose the mg42, flametrack and a stug and still have most of the build.
All in all, with a good doctrine, it's an excellent mix of offense/defense, anti-infantry and anti-tank.
It's only real prerequisites is holding a few points a vic point or two and a muni and a fuel. Sometimes I don't even need to cache anything.
What do you guys think?
That's a terrible build as usual from you because you need to build according to what you are up against; not, geez this feels good, or = 100 pop cap. Of course I am just messing with you, but you do need to respond to what your hit with. For example, snipers w clown cars might pwn this opening pretty well depending on the micro play.
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