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Axis panzershrek spam blobs- i'm losing it

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21 Jan 2016, 01:29 AM
#21
avatar of Porygon

Posts: 2779

21 Jan 2016, 02:11 AM
#22
avatar of hubewa

Posts: 928

As Sovies, I tried this out recently, but T1 tends to be decent against heavy infantry play.

Especially if you have M3 Clown car before he get shreks and sniper to follow it as well.

I used Guards for AT which should be enough against Luchs or any HT.

Hope this helps :)
21 Jan 2016, 04:13 AM
#23
avatar of The_Courier

Posts: 665




My issues with mines and demo charges is it requires ample map control, lots of ammo...and still its not a wipe guarantee. At one point i just have to give up on demo/mine planting because the pressure is constant and any retreating unit will take a long ass time to get back up into the fray.

It is fun strategy though.

Conscripts i don't build more then 2 nowadays, they just die too quickly and have no weapon upgrades to carry them to late game.

Might try the katyusha again, but that is soviet specific only, brits are so screwed vs panzershrek blobs, all their heavy counters are effing static, non-doctrinal arty is useless and no rocket spamming vehicle to exploit like everyone else.



Oh, brits vs blobs have to rely on their armor. Cromwell, Comet, and Churchill (both normal and Croc variants) can really hurt blobs. If you're unfortunate enough not to have the advanced doctrines, the Engineer AVRE is akin to the Sturmtiger and one well placed shot can obliterate any blob. Worse comes to worst, they also have crazy offmaps.

In the early game, a IS and then sniper + Vickers combo, with a supporting AEC now that they are buffed, should allow you to hold out until the heavier hardware rolls out. I find brits have more problems with Luchs/fast P4 than blobs personally.

And absolutely get the Katyusha. It's not as OP as the Pwerfer, but it devastates blobs if you aim it well. I had several matches where my Kattys got 40+ kills, and one where one got 75 kills. Make sure you protect it with AT to counter the inevitable Panther; mines on the roads to your base are especially valuable for this.
21 Jan 2016, 11:25 AM
#24
avatar of Spinflight

Posts: 680

Watching replays from good players crushing them seems to be the preferred option..

One thing I've noticed is that you don't have to match a blob in strength if you take them on with infantry... 6 units can be handled by 3 or 4 as long as they have the odd Bren or other AI upgrade. It seems the shrecks reduce their AI power considerably.
21 Jan 2016, 23:12 PM
#25
avatar of Virtual Boar

Posts: 196



Oh, brits vs blobs have to rely on their armor. Cromwell, Comet, and Churchill (both normal and Croc variants) can really hurt blobs. If you're unfortunate enough not to have the advanced doctrines, the Engineer AVRE is akin to the Sturmtiger and one well placed shot can obliterate any blob. Worse comes to worst, they also have crazy offmaps.

In the early game, a IS and then sniper + Vickers combo, with a supporting AEC now that they are buffed, should allow you to hold out until the heavier hardware rolls out. I find brits have more problems with Luchs/fast P4 than blobs personally.

And absolutely get the Katyusha. It's not as OP as the Pwerfer, but it devastates blobs if you aim it well. I had several matches where my Kattys got 40+ kills, and one where one got 75 kills. Make sure you protect it with AT to counter the inevitable Panther; mines on the roads to your base are especially valuable for this.


AVRE is not that good is fairly easy to dodge.

Relying on brit armour to counter blobs is ridiculous preposition, it assumes you already got the fuel advantage, by then the axis can just start rolling out the big cats.
21 Jan 2016, 23:17 PM
#26
avatar of Virtual Boar

Posts: 196

From your posts I picture you play soviets?

It can be micro intensive to counter blobs, but you can always "Smart" blob back. What I mean is that you attack move your army(as in the 2 mg's attack move with you) allowing them to auto setup and pelt the crap out of the blob while you blob at them.

That or you can use shock troops. I imagine a blob of those would be awfully scary against volks.

I don't advocate blobbing, but sometimes it's the easier to out blob your opponent if you are better at it.

Also as Vuther says, 1 mg does not counter a blob, it takes 2.


I play everything.

But right now i avoid playing Axis specifically OKW, because of the abusive strats they can pull, it's not fun, not engaging.

No, I will not blob, i'm not a douchebag, i play this game to have fun. If i wanted blobbing i'd have bought Starcraft 2
22 Jan 2016, 03:15 AM
#27
avatar of Pancake Areolas

Posts: 230

Permanently Banned
22 Jan 2016, 03:41 AM
#28
avatar of BeefSurge

Posts: 1891

The problem with volks is when you pair them with Raktenwerfers, Obers and leigs. They can pretty much A-move that combination at you and the only way to fight it is with demos and arty.

Even post revamp you get punished for playing okw intelligently like you would other factions, the entire point is to rush a luchs, make a long range A-move blob, and try and recklessly kill all, and then get a heavy vehicle. If your opponent can blob counter you can't win, and if they can't counter your blob then you win. It's horrible game flow, and imo it's because okw can't do combined arms properly and because volks really conflict with the faction design.

While it's balanced, every okw match up is horribly boring, and the reliance on the factions building pop out infantry and doctrines for basics like HMGs is just sad and not fun to play as or against. Looking at the mission statement of the faction it's fair to say that Relic failed on every level with the okw. (USF and UKF design is great IMO, I'm not a relic basher.)

22 Jan 2016, 03:56 AM
#29
avatar of iTzDusty

Posts: 836 | Subs: 5



AVRE is not that good is fairly easy to dodge.

Relying on brit armour to counter blobs is ridiculous preposition, it assumes you already got the fuel advantage, by then the axis can just start rolling out the big cats.

Lol what.

The Cromwell comes out at the 11 to 12 minute mark with 40 percent map control at best.

What's ridiculous is assuming that because you personally can't hold fuel in the early mid game that it's somehow balance at fault.
22 Jan 2016, 04:47 AM
#30
avatar of The_Courier

Posts: 665



AVRE is not that good is fairly easy to dodge.

Relying on brit armour to counter blobs is ridiculous preposition, it assumes you already got the fuel advantage, by then the axis can just start rolling out the big cats.


Vickers (especially in a building) + sniper + IS can hold a portion of the map without much trouble if you play decently. From there you can try AEC to gain more map control, or dig in until you can get a Cromwell which is the most cost-effective medium in the game. This comes at, what, the 12 minute mark? If the big cats come out by then, you've been woefully outplayed.

Beside, if your opponent is blobbing hard, you can cap around him with relative ease. Blobs are not tactics used by good players.
22 Jan 2016, 04:58 AM
#31
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

yea its boring to play aganist and pays off too well for how easy it is to do.
22 Jan 2016, 06:13 AM
#32
avatar of Spinflight

Posts: 680

Interesting...

Having only picked the game up a couple of weeks ago the idea that OKW represented a resource starved but elite band of specialists with Uber weapons who were organised for tenacious defence is rather painfully funny....

Totally fubar.
22 Jan 2016, 06:34 AM
#33
avatar of Gbpirate
Senior Editor Badge

Posts: 1153 | Subs: 1

I like playing against blobbers. It's fun. If you're playing as soviets, just get maxims.

Maxims, maxims, more fucking maxims. Three is a good place to start. With your buddies, you can add on to that. A vickers behind a few maxims is good; so are a couple of .50 cals.

As soviets you can use your maxims as your main infantry, holding the line, with cons/shocks (penals?) responding to mobile threats/keeping units off of your flank.

With soviets, supermines are a lot of fun. Mine + demo (the demo slightly towards the oncoming enemy). This can be used on points, on roads, or anywhere you believe the nazi blob of death will come. Even though it's 120 munitions, what else are you going to spend muni on in the early/mid game? This supermine of doom will one shot a P4 and below. It will fuck up a blob. It will cripple panthers/heavy armor; usually they'll get heavy engine damage. According to Cruzzi's "the more you know" thread, demos that are detonated without the player clicking do something like 700 damage - much more than the 200 or so by manually clicking it.

As brits you just gotta get a vickers or two, but that should be standard anyway. Be smart. Don't lose units to the blob. Watch ppl play, get some good friends to play 4v4 with, play 1v1 to touch up your micro, be familiar with all factions, etc.
22 Jan 2016, 07:38 AM
#34
avatar of Captain QQ

Posts: 365

jump backJump back to quoted post20 Jan 2016, 19:58 PMTobis
MGs, arty, mines, demo charges, mortars, kiting?


So the answer to an easy to wield blob of AT DEATH is to create a micro intensive wall of men that will just get stukad anyway?

SU halftrack can be OK but the micro is very hard to manage while simultaneously retreating men as as needed.



The only sure fire way I have found to routinely handle okw blobs is to go sov industry and rotate 2 kv8 between repairing and engaging. Most OKW blobbers get a hard on when they see a kv8 and think they can kill it but it takes a lot of hits to force it to retreat. Meanwhile you've killed half their men. However it definitely needs the support of a su76 /su85 to discourage panthers from chasing it down after it retreats.
22 Jan 2016, 07:57 AM
#35
avatar of JohnnyB

Posts: 2396 | Subs: 1



I did play OKW, but because i'm not a-hole i restrained myself from employing that cheesy tactic which i despise.


Then, sorry to say that, you understood nothing from:

1. this faction's design
2. simple and efficient concept.

I don't know but in this game, like in any other thing you do, you would rather act simple and efficiently instead complicating things.
USF blob, OKW blob, any blob is the expression of this concept. You can still be punished if you blob. You can lose it all at once and game will be over.

I don't think at this game in terms of whining and bitching about the fact that a faction is not played as I imagine it should be. I just analyze if there are viable counters. And blobs can be countered, losing them meaning in most cases GG. So no problem in my view in OKW or USF build. I can beat blobs, I can use blobs to win. It's there in the game and allowed. Bye.
22 Jan 2016, 08:00 AM
#36
avatar of Kozokus

Posts: 301


Conscripts i don't build more then 2 nowadays, they just die too quickly and have no weapon upgrades to carry them to late game.



Hello.

I would consider adding at least 3-4 conscripts to your lineup (for a total of 5-6). Believe me it works, just dont forget to get both grenades upgrades and they will make a long way. Any vehicles will get burned by 5-6 at grenades. The more you have, the less the MG are useful against you. The more you have, the less his volksgrenadiers will be useful.

Just ... Just space them... dont blob...it is a weak tactic.

Kozo.
22 Jan 2016, 08:24 AM
#37
avatar of Shell_yeah

Posts: 258

Brothers! THE QUAD was sent to us by holy RNGeesus to supress the blob, if maxims are not enough :snfPeter:.

really, abuse maxims, quad and katyusha against okw, place doorway mines. Katyusha is best rocket arty to kill units on retreat because of really long range and long salvos. You dont even have to worry about going out of your base and timing.

throw in some shocks, at guns(or su76) and is2 and you will start getting higher and higher in the ladder :snfQuinn:
22 Jan 2016, 08:35 AM
#38
avatar of Necrophagist

Posts: 125

Rocket Artillery. Skip your light tank and rush that rocket artillery. That is if you aim for a hard-counter/deal-sealer.
If you want to control the blobs double up on MGs. You can't expect to control 4-5-6 squads with just one of yours. Use 2 or 3 MG teams until he gets the Stuka zu Fuss, then forget about the MGs and go for the rockets.

That said, you still have to keep the pressure up during the whole game, to keep the blobs to a minimum. If you give your opponent space and time, he will blob up.
22 Jan 2016, 10:28 AM
#39
avatar of JohnnyB

Posts: 2396 | Subs: 1

I see some people here figured out how to use their maxims. Good. Now maybe the whiners will figure it out too. The only place where maxim spam doesn't work is on 1v1. As for the rest, do what GBPirate and Shell_yeah said.
22 Jan 2016, 10:31 AM
#40
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post22 Jan 2016, 08:00 AMKozokus


Hello.

I would consider adding at least 3-4 conscripts to your lineup (for a total of 5-6). Believe me it works, just dont forget to get both grenades upgrades and they will make a long way. Any vehicles will get burned by 5-6 at grenades. The more you have, the less the MG are useful against you. The more you have, the less his volksgrenadiers will be useful.

Just ... Just space them... dont blob...it is a weak tactic.

Kozo.


TBH unless you're picking up ppsh doctrine, more then 2 cons is a huge disadvantage on a long run. Literally any other unit is more efficient then cons without weapon upgrade and conspam is a dead end strat, you need maxims asap, every game.
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