Hey guys
New to the faction. Had a nightmare of a game against UKF on Angoville where he got a Vickers into the stone building on my cutoff. From the there it what tickets. Finally cleared him from the building with Luchs but by then he had AEC and I was done. What early garrison clearing abilities does the faction have? Seems they lack smoke and also flames? So really couldn't get them out the building. Flame nades maybe but needed a building first and couldn't get close enough. Thoughts / advice?
Thanks guys
OKW garrison clearing
17 Jan 2016, 08:22 AM
#1
Posts: 4
17 Jan 2016, 08:47 AM
#2
Posts: 138
Well to clear buildings that have mg approach with at least 3 squads from 2 or 3 directions so they cant all get suppressed, to trow the flame nade.
You mention angoville so I'm assuming you started south of the map and your opponent took the house right outside your base, to prevent this hold many players put barbed wire around the house so players cant rush so easily.
Also it should be possible to trow a flame nade from the fog off war, have a squad of volks go trough the road next to the house and they should have the range to trow grenade.
But its always a good idea to have a squad near that house to prevent this harassment, later on ISG can force mgs out off houses and there is one doctrine that gives flamethrowers to your sturmpios if you really need flamers but you have to either buy or wait patiently for warspoils.
You mention angoville so I'm assuming you started south of the map and your opponent took the house right outside your base, to prevent this hold many players put barbed wire around the house so players cant rush so easily.
Also it should be possible to trow a flame nade from the fog off war, have a squad of volks go trough the road next to the house and they should have the range to trow grenade.
But its always a good idea to have a squad near that house to prevent this harassment, later on ISG can force mgs out off houses and there is one doctrine that gives flamethrowers to your sturmpios if you really need flamers but you have to either buy or wait patiently for warspoils.
17 Jan 2016, 09:49 AM
#3
Posts: 466
Plant mines by the doors.
wire the house off from the top.
also flank left to right. by the hedges u cam throw a nade from the blind spot.
if his really annoying plant ur T4 in the radius of the house
wire the house off from the top.
also flank left to right. by the hedges u cam throw a nade from the blind spot.
if his really annoying plant ur T4 in the radius of the house
19 Jan 2016, 10:02 AM
#4
Posts: 362
Flame Grenades, Infiltration Grenades, Walking Stuka, flanking Sturmpioneers, and flamethrower Sturmpioneers. Also LeIGs, sort of.
26 Jan 2016, 21:09 PM
#5
Posts: 1585 | Subs: 1
Also try with Brits to allow them to hold portions of the map, and use your units to cap elsewhere. A unit locked in a house does not get to cap the map.
Be careful about giving vet to a Vickers as well because it will gain increased range further increasing its lethality against infantry.
Not sure but Infared STG44's should ignore green cover generated by building, and at vet 1 frangible grenades are devastating. Throw them at a door to really punish heavy building play.
Be careful about giving vet to a Vickers as well because it will gain increased range further increasing its lethality against infantry.
Not sure but Infared STG44's should ignore green cover generated by building, and at vet 1 frangible grenades are devastating. Throw them at a door to really punish heavy building play.
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