Lack of anti-garrison for UKF
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The HQ Howitzers need to be more useful.
That too
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I don't know why everything has to be based around emplacements again
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Guess we forgot about the UC with the flame... or Motor pit? Or just some infantry section in green cover holds up pretty well against garrisons..
Didn't forget, there's just universal consensus that the Mortar pit kinda sucks
UC is weak and of course gets killed by AT guns and tanks and shrecks and fausts, which is radically different then a guy holding a flamethrower, so you can see why it loses utility as the game goes on. Just using infantry doesn't really count as anti-garrison, I'm referring to actual abilities and units meant for such(i.e. grenades).
Posts: 552
The Vickers is the best option available; just garrison it or stick it in green cover and it will out-DPS most things. Perhaps a mortar pit on some maps... The base howitzers are an option to level buildings if you're really struggling
You guys are missing the point of the post.
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Change the mortar pit into an actual mobile mortar. Then you have solved like 90% of the issue
I don't know why everything has to be based around emplacements again
I.....oddly agree
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I see what you mean when you compare it to a B4 as the spread on these guns is about the same
At least the B4 damages something
Feels like with Brit arty you can just sit there with infantry and not worry.
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Change the mortar pit into an actual mobile mortar. Then you have solved like 90% of the issue
I don't know why everything has to be based around emplacements again
I'd just make emplacements able to move.
Like, give them a long (10 seconds+) pack up and set up time so they aren't used like conventional weapon teams, but allow them to relocate
And yes, base howies need to be able to hit something. 2 barrages should be enough to level a garrison 100% of the time.
Posts: 232
The wasp should be your go-to anti MG and garrison unit, but its low maneuverability and health means it's trivial to counter.
Likewise the UC is meant to carry out anti-sniper duties, but again trivial to stop. Even if it does catch a sniper it can't really chase it. Naturally relic aren't going to "allow more counter play with light recon vehicles" by moving other faction's snares to vet 1 on an expensive and fragile unit, but making the UC able to withstand 1 snare and a rifle volley would be a help.
Posts: 4630 | Subs: 2
They will destroy it so you won't be able to use them.
It's like "I have splinter in my finger so instead of removing it, I will simply cut my finger"
Except for the Bren WASP there is nothing to clear builings.
SU: Molos, Shocks, Engis with flamer, Penalas, mortar, Katy, ML20, B4.
OST: Engis, Assault Grens and their nades, flame HT, mortar, leFH, OPWerfer
USF: RE with flamer, Pack Howie, Scott, Priest, CalliOPe.
OKW: Incendiary nades, leig, stuka, blend...something nades, strumtiger.
UKF: WASP, Howies. Something else?
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Permanently BannedProblem with base howies is that they won't simply clean budiling.
They will destroy it so you won't be able to use them.
It's like "I have splinter in my finger so instead of removing it, I will simply cut my finger"
Except for the Bren WASP there is nothing to clear builings.
SU: Molos, Shocks, Engis with flamer, Penalas, mortar, Katy, ML20, B4.
OST: Engis, Assault Grens and their nades, flame HT, mortar, leFH, OPWerfer
USF: RE with flamer, Pack Howie, Scott, Priest, CalliOPe.
OKW: Incendiary nades, leig, stuka, blend...something nades, strumtiger.
UKF: WASP, Howies. Something else?
For ostheer you forget mortar HT, for merica nades and i think sniper for all who have and avre/cror for brits if after 11 cp map have bulindg what are not destroy .
Posts: 4630 | Subs: 2
For ostheer you forget mortar HT, for merica nades and i think sniper for all who have and avre/cror for brits if after 11 cp map have bulindg what are not destroy .
Oh yea, MHT.
As for the nades, they are only useful agasint HMGs. With infantry you simply jumo out and in.
Croc and avre, sure, but you need something to cleaer builings before they arrvie.
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