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russian armor

Lack of anti-garrison for UKF

3 Jan 2016, 02:38 AM
#1
avatar of edibleshrapnel

Posts: 552

I feel like the UKF transition from early game to mid is immensely difficult with the lack of anti-garrison. I mean, it's already ready pretty sketchy for UKF as is, the need to rush AT, the need to hold territory when possessing these weak infantry and MG's, at least that's how they feel, did they get a health nerf? I'm hoping that the UKF will receive maybe the Mills for free, instead of needing to tech, like the OKW, you unlock it once you research the first building. And maybe the gammon bomb can be purchased in the HQ, rather then needing commandos or the Hammer tactics. Just my thoughts, what are your guys on the early game?
3 Jan 2016, 02:44 AM
#2
avatar of turbotortoise

Posts: 1283 | Subs: 4

The HQ Howitzers need to be more useful.
3 Jan 2016, 02:47 AM
#3
avatar of edibleshrapnel

Posts: 552

The HQ Howitzers need to be more useful.


That too :)
3 Jan 2016, 02:53 AM
#4
avatar of turbotortoise

Posts: 1283 | Subs: 4

That is literally the thing you haven't a problem with garrisons if the building fails to exist.
3 Jan 2016, 02:53 AM
#5
avatar of Astarot

Posts: 140

Some flamethrowers would be nice too, all other factions get them in one way or another.
3 Jan 2016, 03:03 AM
#6
avatar of Intelligence209

Posts: 1124

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..
3 Jan 2016, 03:04 AM
#7
avatar of ferrozoica

Posts: 208

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
3 Jan 2016, 03:13 AM
#8
avatar of Rollo

Posts: 738

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
3 Jan 2016, 03:14 AM
#9
avatar of edibleshrapnel

Posts: 552

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).

3 Jan 2016, 03:15 AM
#10
avatar of edibleshrapnel

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.
3 Jan 2016, 03:15 AM
#11
avatar of edibleshrapnel

Posts: 552

jump backJump back to quoted post3 Jan 2016, 03:13 AMRollo
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^_^
3 Jan 2016, 03:21 AM
#12
avatar of Mittens
Donator 11

Posts: 1276

Reduce the price of the Wasp from 90 muni to 60. Increase performance of base howi as it does little damage and has a small AOE.
3 Jan 2016, 05:19 AM
#15
avatar of Puppetmaster
Patrion 310

Posts: 871




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 :D

Feels like with Brit arty you can just sit there with infantry and not worry.
3 Jan 2016, 06:21 AM
#16
avatar of The_Courier

Posts: 665

jump backJump back to quoted post3 Jan 2016, 03:13 AMRollo
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.
3 Jan 2016, 12:24 PM
#17
avatar of tenid

Posts: 232

The UC really needs improved to open up brit early/mid game play.

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.
3 Jan 2016, 12:59 PM
#18
avatar of Australian Magic

Posts: 4630 | Subs: 2

Problem 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" :foreveralone:

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?
3 Jan 2016, 13:26 PM
#19
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Problem 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" :foreveralone:

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 :D.
3 Jan 2016, 13:49 PM
#20
avatar of Australian Magic

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 :D.


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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