Maxim vs OKW issue
Posts: 2243
the other 5 men from the hmg will kill faster the kubel as the kubel can deal with them.
u dont believe it? try it in cheat modus/ or with friend: the other men from maxim kill a kubel faster than the kubel can!
little bit op.
Posts: 284
Snipers, Indirect fire (like mortars, ZiS barrage), or smoke are the hard counters. Light vehicles for reasonable price (with teching) can function as a hard counter, especially if they deal proper damage like flamethrowers do.
OKW has NONE of these. Honestly if someone doesnt see the problem here, must be fully biased. USF had smoke nades, yet they received a T0 turbo-mortar WITH SMOKE, despite the fact it single-handedly made the PackHowi totally redundant. Not to mention they have doctrinal solutions like mortarHT and clowncars.
Posts: 823 | Subs: 3
Of course a good soviet will counter you pretty easy with Maxims, but a flak HT is most often just wiping them really quick and you get a free maxim and give him some of his own medicine.
Posts: 558 | Subs: 1
so we can fight cancer with cancer
ps: 1v1 sucks.
Posts: 558 | Subs: 1
Your thread don't deserve it, so no.
welcome to the fartlist, bob!
Posts: 2742
Kubel is not a hard counter... flanking is not a hard counter either...
Snipers, Indirect fire (like mortars, ZiS barrage), or smoke are the hard counters. Light vehicles for reasonable price (with teching) can function as a hard counter, especially if they deal proper damage like flamethrowers do.
OKW has NONE of these. Honestly if someone doesnt see the problem here, must be fully biased. USF had smoke nades, yet they received a T0 turbo-mortar WITH SMOKE, despite the fact it single-handedly made the PackHowi totally redundant. Not to mention they have doctrinal solutions like mortarHT and clowncars.
I won't disagree that the differences between EFA and WFA are obvious and problematic. USF mortar I still think is still a pretty 'wut' decision.
That said, the best thing OKW can do is really get a truck out and up ASAP for incendiary nades. Everything beforehand is stalling. And even then the incendiaries are to force one to pack up and move so you have more room to maneuver, not kill it outright.
Don't expect to hold territory as OKW like you would as OST. Cap what you can, slow down those maxims as best you can from taking territory. All you need is to get one Sturmpio in a good position to kill, if not steal, the Soviet advantage.
Soviet earlygame is a house of cards. They are rushing for their Quad or T70 just as much as you are for a Luchs. If the T70 or Quad comes out before you can get out a Luchs, skip it and go for a Puma to waste away their fuel usage.
Use the Puma to dive on maxims and drop smoke. (I recommend T2 truck first against Soviets. Soviets aren't static enough for early LieGs, even considering maxim spam.) But at the same time the indirect fire and barrage on some maps is all you can manage if resources are inaccessible.
Posts: 2742
Who will choose 5 fuel over a good mg ?
When you have a 3 man Spio squad in enemy territory that just cleared the MG.
Posts: 1585 | Subs: 1
Also I didn't forget salvage, but it is risky because of the amount of time it takes. Getting an MG right now is usually worth it over waiting to salvage it. Usually MGs are far enough behind the lines to represent a real risk in salvaging.
Posts: 2396 | Subs: 1
he is kinda right
No, he just thinks he's Chuck Norris or something
Posts: 354
Posts: 3103 | Subs: 1
There is nothing bad in smoke on ISG, it will give OKW more options on expensive unite, it's worth a try.
Too much smoke for the Germans is unrealistic, the Nazis were anti-smoking you know
Bad joke aside...yes, definitely. It is a shame for a basic tool such as that to be missing.
Posts: 8154 | Subs: 2
Too much smoke for the Germans is unrealistic, the Nazis were anti-smoking you know
Bad joke aside...yes, definitely. It is a shame for a basic tool such as that to be missing.
Make the Battlegroup HQ great again.
Hollow shells should return and smoke should be accessible as well.
Posts: 207
Make the Battlegroup HQ great again.
Hollow shells should return and smoke should be accessible as well.
Smoke would be a great idea and maybe hollow shells as well but the reason I say maybe is because I can barley remember what they did, did they just do more damage to tanks or did thy also do more to structures because if thats the case I would definitely want them back and it would be amazing if the flak halftrack finally became useful again.
Posts: 851 | Subs: 1
Kubel is not a hard counter... flanking is not a hard counter either...
Snipers, Indirect fire (like mortars, ZiS barrage), or smoke are the hard counters. Light vehicles for reasonable price (with teching) can function as a hard counter, especially if they deal proper damage like flamethrowers do.
OKW has NONE of these . Honestly if someone doesnt see the problem here, must be fully biased. USF had smoke nades, yet they received a T0 turbo-mortar WITH SMOKE, despite the fact it single-handedly made the PackHowi totally redundant. Not to mention they have doctrinal solutions like mortarHT and clowncars.
+1 Well said
Posts: 4474
Make the Battlegroup HQ great again.
Hollow shells should return and smoke should be accessible as well.
+1 hollow shell and smoke for isg and less set up time for flak-half-track
Posts: 312
Unless you wanna go the 2x LeIG route.
Posts: 455
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