In every match versus OKW the enemy makes Fallschirmjäger's doctrine. Then spam this troops and all my troops become ineffective, furthermore, with a couple of AT even my tanks cannot help.
How to deal with them?
OKW Fallschirmjäger
11 Feb 2018, 13:02 PM
#1
Posts: 63
11 Feb 2018, 13:48 PM
#2
Posts: 2066
Although strong units, they have a lot of weaknesses when closely examined.
Firstly, they show up by the time your Riflemen are gaining or already have gained veterancy. This means that they are on the backfoot in the beginning of their lifespan. They are also expensive which means that if they are spammed, there most likely won't be that much on the field to begin with prior to their slower arrival.
Secondly, since they arrive later, they are thus unvetted and less lethal against riflemen that have been on the field longer. Since they arrive later, your riflemen can by the time of their arrival already have bars or be equipped with them. Since they arrive later and slower, due to a cooldown and their price, a gradual slow upbuild of bar riflemen will do the trick.
Thirdly, although they are strong units, and in the complete arsenal of OKW units are quite strong, they take quite some time to get to their true potential with 5 levels of veterancy. Since they also arrive later, they are due to be at their most lethal by the time that you will have higher tier units up; tanks and for example scotts. These units can do great harm to them and take no care for their higher veterancy and performance.
Fourthly, they are only a 4 entity squad. Their lower model number means they are very susceptible to getting wiped. Now there are a multitude of ways to getting them wiped, including grenades in the earlier stages of their arrival and lower effectiveness. But the best bet you have are tanks and for example scotts. Like I mentioned in the third point; "Since they also arrive later, they are due to be at their most lethal by the time that you will have higher tier units up". This means that by the time Falls will start to give you the most of headaches, your newer units that are now entering the field will also start to give your opponent and his or her falls respectively a lot of headaches too. A sherman or Scott can easily wipe them.
Fifthly and lastly, as previously mentioned; "Although strong units, they have a lot of weaknesses when closely examined.". This is however also a reality for riflemen and the other units facing the falls. Never fight in a situation where you know you can not comfortably or effectively combat the falls. If this means a retreat or a soft retreat, then so be it. Always make sure the odds are in your favor. If you can't effectively fight them yet, then evade them until the odds are in your favor.
Firstly, they show up by the time your Riflemen are gaining or already have gained veterancy. This means that they are on the backfoot in the beginning of their lifespan. They are also expensive which means that if they are spammed, there most likely won't be that much on the field to begin with prior to their slower arrival.
Secondly, since they arrive later, they are thus unvetted and less lethal against riflemen that have been on the field longer. Since they arrive later, your riflemen can by the time of their arrival already have bars or be equipped with them. Since they arrive later and slower, due to a cooldown and their price, a gradual slow upbuild of bar riflemen will do the trick.
Thirdly, although they are strong units, and in the complete arsenal of OKW units are quite strong, they take quite some time to get to their true potential with 5 levels of veterancy. Since they also arrive later, they are due to be at their most lethal by the time that you will have higher tier units up; tanks and for example scotts. These units can do great harm to them and take no care for their higher veterancy and performance.
Fourthly, they are only a 4 entity squad. Their lower model number means they are very susceptible to getting wiped. Now there are a multitude of ways to getting them wiped, including grenades in the earlier stages of their arrival and lower effectiveness. But the best bet you have are tanks and for example scotts. Like I mentioned in the third point; "Since they also arrive later, they are due to be at their most lethal by the time that you will have higher tier units up". This means that by the time Falls will start to give you the most of headaches, your newer units that are now entering the field will also start to give your opponent and his or her falls respectively a lot of headaches too. A sherman or Scott can easily wipe them.
Fifthly and lastly, as previously mentioned; "Although strong units, they have a lot of weaknesses when closely examined.". This is however also a reality for riflemen and the other units facing the falls. Never fight in a situation where you know you can not comfortably or effectively combat the falls. If this means a retreat or a soft retreat, then so be it. Always make sure the odds are in your favor. If you can't effectively fight them yet, then evade them until the odds are in your favor.
11 Feb 2018, 16:26 PM
#3
Posts: 63
Although strong units, they have a lot of weaknesses when closely examined.
Firstly, they show up by the time your Riflemen are gaining or already have gained veterancy. This means that they are on the backfoot in the beginning of their lifespan. They are also expensive which means that if they are spammed, there most likely won't be that much on the field to begin with prior to their slower arrival.
Secondly, since they arrive later, they are thus unvetted and less lethal against riflemen that have been on the field longer. Since they arrive later, your riflemen can by the time of their arrival already have bars or be equipped with them. Since they arrive later and slower, due to a cooldown and their price, a gradual slow upbuild of bar riflemen will do the trick.
Thirdly, although they are strong units, and in the complete arsenal of OKW units are quite strong, they take quite some time to get to their true potential with 5 levels of veterancy. Since they also arrive later, they are due to be at their most lethal by the time that you will have higher tier units up; tanks and for example scotts. These units can do great harm to them and take no care for their higher veterancy and performance.
Fourthly, they are only a 4 entity squad. Their lower model number means they are very susceptible to getting wiped. Now there are a multitude of ways to getting them wiped, including grenades in the earlier stages of their arrival and lower effectiveness. But the best bet you have are tanks and for example scotts. Like I mentioned in the third point; "Since they also arrive later, they are due to be at their most lethal by the time that you will have higher tier units up". This means that by the time Falls will start to give you the most of headaches, your newer units that are now entering the field will also start to give your opponent and his or her falls respectively a lot of headaches too. A sherman or Scott can easily wipe them.
Fifthly and lastly, as previously mentioned; "Although strong units, they have a lot of weaknesses when closely examined.". This is however also a reality for riflemen and the other units facing the falls. Never fight in a situation where you know you can not comfortably or effectively combat the falls. If this means a retreat or a soft retreat, then so be it. Always make sure the odds are in your favor. If you can't effectively fight them yet, then evade them until the odds are in your favor.
Tnx for advice. But with Riflemen is better to fight in short or long distance?
11 Feb 2018, 17:15 PM
#4
1
Posts: 147
You'll trade more efficiently with Falls if you can close the distance safely with Bar Rifles. You could do that by using mortar/sherman smoke or using rear echelons as meat shield up front. As an expensive 4 man squad Falls are also very vulnerable to explosives - sherman HE, M8 Scott, Pack howie, mines etc.
11 Feb 2018, 17:17 PM
#5
1
Posts: 147
Frankly though they're designed to trade well from range against units like riflemen so indirect fire/tanks/elite infantry like paratroopers or flanking rangers are probably the way to go.
11 Feb 2018, 18:17 PM
#6
Posts: 63
Frankly though they're designed to trade well from range against units like riflemen so indirect fire/tanks/elite infantry like paratroopers or flanking rangers are probably the way to go.
thanks
11 Feb 2018, 18:26 PM
#7
Posts: 2066
Tnx for advice. But with Riflemen is better to fight in short or long distance?
Close is your best call, especially if you have BARS. Also makes you able to nade them.
11 Feb 2018, 18:47 PM
#8
Posts: 13
Tbh Iam asking if the Luftwaffe Groundforces is good tho.
Its still a bad doctrine tho. Especially at 3vs3 or higher.
Fallschirmjäger are still glass cannons.
They are playing a Support role tho and dont perform like Obers. Seriously I Need some advise with this doctrine. Like Building order or when in General you should take this doctrine at all.
Its still a bad doctrine tho. Especially at 3vs3 or higher.
Fallschirmjäger are still glass cannons.
They are playing a Support role tho and dont perform like Obers. Seriously I Need some advise with this doctrine. Like Building order or when in General you should take this doctrine at all.
11 Feb 2018, 19:54 PM
#9
Posts: 295 | Subs: 1
Tbh Iam asking if the Luftwaffe Groundforces is good tho.
Its still a bad doctrine tho. Especially at 3vs3 or higher.
Fallschirmjäger are still glass cannons.
They are playing a Support role tho and dont perform like Obers. Seriously I Need some advise with this doctrine. Like Building order or when in General you should take this doctrine at all.
They are supporting unit yes, at the same time they are awaible earlier then obersts aswell if you wanna go T1+T2 with pumas and skin T3, you really need some sort of inf which shooting bullets not pop-corn like volksgrenadiers.
But in general, their commander is kinda meh tbh. Better to stick up with Panzerfusiliers, since they are by far best OKW inv via damage and cost effectivness.
12 Feb 2018, 11:38 AM
#10
Posts: 3602 | Subs: 1
In every match versus OKW the enemy makes Fallschirmjäger's doctrine. Then spam this troops and all my troops become ineffective, furthermore, with a couple of AT even my tanks cannot help.
How to deal with them?
1- You need early suppression. queue 2x HMG.50 the moment you see them. The HMG becomes less viable on late game when vetted Falls can OS it from the front. Anyway, never leave your HMG alone if he is blobbing always pair them with a RM squad.
2- Mid game, Scott are probably the best counter for expensive infantry, build a pair of them. His hard counter will be spamming the airstrike loitering so be vigilante with it. When they hit vet one, always have a finger on smoke screen hotkey
3- Rangers and Pershing are probably good vs this doctrine.
12 Feb 2018, 15:58 PM
#11
Posts: 823 | Subs: 3
Tbh Iam asking if the Luftwaffe Groundforces is good tho.
Its still a bad doctrine tho. Especially at 3vs3 or higher.
Fallschirmjäger are still glass cannons.
They are playing a Support role tho and dont perform like Obers. Seriously I Need some advise with this doctrine. Like Building order or when in General you should take this doctrine at all.
You use them behind your volks so they can leech some kills till they get vet and stealth, then you are sneaky breaky and should win every 1v1 engagement if done right, except to paras maybe.
With hold fire and releasing it at the right time you easily force the retreat and bleed a lot MP.
12 Feb 2018, 19:51 PM
#12
Posts: 469
Shrims are amazing. Pair it with a early flak halftrack and you got a solid combo.
I had one 2v2 game where i put my halftrack and shrim behind enemy lines.
When the enemy retreated, the combo killed everyone on retreat.
I had one 2v2 game where i put my halftrack and shrim behind enemy lines.
When the enemy retreated, the combo killed everyone on retreat.
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