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120 mm Soviet counter
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with ur mortar have them shoot smoke on top or in front of his mgs. then have all ur assault infantry rush while smoke is active. make sure u attack in a very spread out line incase smoke fades out so u wont get blob pinned. flank the mgs and ur good, u can try get a 222 or flame half track also.
If the Soviet player isn't brain dead he'll retreat the mortar once he sees the smoke, and MGs.
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Posts: 283
If the Soviet player isn't brain dead he'll retreat the mortar once he sees the smoke, and MGs.
In which case you have gained map control, which you should use to your advantage. Ideally that includes capture points, otherwise it will mean you will have made a dent in his frontline that you should use to manoeuvre a spearhead into his flanks.
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In which case you have gained map control, which you should use to your advantage. Ideally that includes capture points, otherwise it will mean you will have made a dent in his frontline that you should use to manoeuvre a spearhead into his flanks.
I dont think he means hard retreat i think he means softretreating
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Also giving us a replay where you failed to win against 120mm ould help us as there are too many factors that need to be taken in mind, like map control play, build order and so on.
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Posts: 62
Moved to the Strat Desk by Request of Hector.However, it is still a valid balance problem.
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120mm spam might become the new soviet teamgame meta if this unit stays out of scope.
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However, it is still a valid balance problem.
It may be, but the OP asked for tips on how to counter it.
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True, sorry. I read his post again and he was directly asking for help.
It may be, but the OP asked for tips on how to counter it.
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However, it is still a valid balance problem.
Playercard please. How can someone without name=skill judge what is and what isnt a balance problem.
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You could consider popping some Storm troopers out of a building and using bundled nade, if there is a convenient building and you like to use Tiger Ace doc.
Or ideally you could use any of the above to counter the MGs, and rush in with inf. Obviously simply de-crewing it will only cost him time and manpower, so its best to follow up with some kind of attack.
If you are really suffering to soviet team weapons, you could consider the Luftwaffe doctrine for the incendiary off map drop.
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Posts: 307
Don't try to rush it, you will lose to much MP.
Mortar HT it will cost you fuel and munitions so i don't recommend, it's also very easy to lose.
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If we talk about team games your OKW mate will help you out with Walking Stuka.
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