Soviet late game options/tips? (1v1)
Posts: 640
The IS-2 doesn't hit infantry at all, it has a slow firing rate and usually can't even penetrate the other heavy tanks or the panther. It's super slow so a panther can easily just get behind it. It takes ages to repair, while OKW can repair it's tanks in no time. You need at least 2, preferably 3 combat engineers to repair the heavies effectively.
The T-34/85s are usually not affordable early enough if you go for a quick T-70. And the quick T-70 is a must 9/10 times since conscripts suck so hard and you need a shock unit. In most games, the T3 + T4 costs combined are too high just to get out a T-34/85. Also the T4 units (SU-76s or SU-85s) are usually out of the question since there's so many urban maps with too many shot blockers so going for an early T4 doesn't accomplish much.
Or how do you avoid getting into the late game without maxim spamming?
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Posts: 301
My late game options usually involve IS2 and/or KV8. If not viable, multiple T3476 (understand 4+) are what i use when i speak vehicles.
Unless in specific scenarios, i try to avoid SU85 and ISU as much as i can and keep them for multiplayer games.
Kozokus.
Posts: 365
However, the majority of the games I play with penals rarely go beyond 35 minutes. I rarely even need an mg and if I get one it is usually stolen.
Have you ever tried the ISU Commander with Guards, Mark Target, IL-2 drop? I use it often in 2v2, ISU just cleans the battlefield of infantry, should be protected of course by zis gun and mines
The one thing I have found that makes me hesitant to use the ISU-152 is that it becomes almost useless on maps with any sloping terrain. It loves burying shots in the ground just in front of infantry. This is why I will always prefer the KV-2 when I want infantry decimating armor.
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My late game has been going very well recently. I made a thread recently about penals on this board. Check it out. Their anti-infantry and utility blows conscripts out of the water late game, plus you don't have to rely on armor to take out okw buildings.
However, the majority of the games I play with penals rarely go beyond 35 minutes. I rarely even need an mg and if I get one it is usually stolen.
The one thing I have found that makes me hesitant to use the ISU-152 is that it becomes almost useless on maps with any sloping terrain. It loves burying shots in the ground just in front of infantry. This is why I will always prefer the KV-2 when I want infantry decimating armor.
But you dont have guards right? ISU without guards as infantry that are allrounders i think is weak, the combination is what makes that doctrine strong
Posts: 1890 | Subs: 1
Otherwise KV8 supported by multiple SU76s for AT isn't a bad way to go. If the game drags on you eventually call out IS2 for a very balanced AI/AT army. IS2 makes for a wonderful meat shield that can dish out punishment as well.
Sadly I haven't had much success with solely using stock T4 units in late game (but I do like SU-85s on more open maps where the self spotting can be pretty nasty). That and of course you'll want Katushyas against any turtle.
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Posts: 160
if u didnt hold both fuel points of the map, then theres no reason to get t34 or something like that. SU76 are doing the same job if u need more AT to support ur IS2/KV2. Or just build AT guns if u need AT supp against the Tiger/KT
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Or how do you avoid getting into the late game without maxim spamming?
Spamming more maxims
j/k
Guards/Shocks/(Double)Sniper combo or cons + DhsK.
Posts: 365
But you dont have guards right? ISU without guards as infantry that are allrounders i think is weak, the combination is what makes that doctrine strong
Two different conversations.
If I go ISU i def go guards too, but I have just had too many games where a VERY small hill makes the ISU obsolete. I don't even run with it in my roster anymore.
I would love it if you gave me your thoughts on this
Posts: 640
Posts: 823 | Subs: 3
Two different conversations.
If I go ISU i def go guards too, but I have just had too many games where a VERY small hill makes the ISU obsolete. I don't even run with it in my roster anymore.
I would love it if you gave me your thoughts on this
Penals seem to have improved a bit, but still not that valid. As soon as LMG hits field, gg wp dead guys
Posts: 365
Penals seem to have improved a bit, but still not that valid. As soon as LMG hits field, gg wp dead guys
Clearly you haven't see what 3 vet 2 Flame penal squads can do to lmg cowards.
Posts: 823 | Subs: 3
Clearly you haven't see what 3 vet 2 Flame penal squads can do to lmg cowards.
Playercard? If people let penals get in flamer range it i s their own fault
Posts: 1063
Posts: 930
Playercard? If people let penals get in flamer range it i s their own fault
Lots of people forget (myself included) but penals do have oorah! put your squad on a flank/hedge/house then oorah to get a nice surprise.
Also, for 1v1s go guard motors. Guards are really paying themselves when you use them right and 2 T34 85s + mark vehicle = any tank dead in seconds
Posts: 640
In another note: anybody know any decent counter to Tiger + Stuka AT loiter, in this patch it seems that even without vision, Stuka can strafe my tanks which are being repaired deep in base sector (WTF) and Quad seems to deal jack shit to airplane.
Yeah, AA in this game has to be one of the most inconsistent things ever.
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