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russian armor

How to counter soviet new mines?

26 Sep 2013, 22:20 PM
#1
avatar of Lichtbringer

Posts: 476

Ì heard you can shoot them? smallarms and schreks do not seem to work for me. Any further explanation?
Minesweeper work pretty good.

Btw, does the Soviet HQ also buffs at-guns?
26 Sep 2013, 22:36 PM
#2
avatar of JohanSchwarz

Posts: 409

Soviet FHQ buffs all infantry and weapons teams (pretty ridiculous IMO).

I am curious about the booby trap too: when I play against it my infantry haven't even stepped in the capping circle yet and they instantly blow up. What exactly is the range on the damn things and how do you defuse them with minesweeper if they kill you before you even step in the circle?
26 Sep 2013, 23:17 PM
#3
avatar of Lichtbringer

Posts: 476

Minesweeper gives a big sign over the Point and they can simply walk in and cap. If the point is neutral the trap is defused. Not sure what happens if you get the sign and other units walk in.
26 Sep 2013, 23:33 PM
#4
avatar of wooof

Posts: 950 | Subs: 1

like johan said, the hq buffs all weapon teams. stole a pak40, got it to vet3 and put it next to 2 hqs last night. 1 shotted a panther :)

also had a vet mortar that practically 1 shotted a halftrack. the damage bonus is insane.
27 Sep 2013, 00:43 AM
#5
avatar of JohanSchwarz

Posts: 409

jump backJump back to quoted post26 Sep 2013, 23:33 PMwooof
like johan said, the hq buffs all weapon teams. stole a pak40, got it to vet3 and put it next to 2 hqs last night. 1 shotted a panther :)

also had a vet mortar that practically 1 shotted a halftrack. the damage bonus is insane.


...That is just fucked up.

Essentially what that means is, one Vet2 Zis next to one HQ will two shot a Panther. That is ridiculous.

I don't know what they were thinking with this Forward HQ idea but clearly there was no QA testing involved whatsoever.
27 Sep 2013, 01:22 AM
#6
avatar of link0

Posts: 337

120mm mortars + forward HQ = ridiculous camping. You can't even kill it with mortars in this case.
27 Sep 2013, 07:10 AM
#7
avatar of JohanSchwarz

Posts: 409

jump backJump back to quoted post27 Sep 2013, 01:22 AMlink0
120mm mortars + forward HQ = ridiculous camping. You can't even kill it with mortars in this case.


Does the aura buff extend to allied units as well? Because that'd be FUBAR.

120mm would turn into cruise missile platforms and Guards would turn into a squad of Rambos.

At least Shocks will still be relatively unbuffed as no German player would be stupid enough to charge a forward HQ (I think).
27 Sep 2013, 08:01 AM
#8
avatar of Omega_Warrior

Posts: 2561



Does the aura buff extend to allied units as well? Because that'd be FUBAR.

120mm would turn into cruise missile platforms and Guards would turn into a squad of Rambos.

At least Shocks will still be relatively unbuffed as no German player would be stupid enough to charge a forward HQ (I think).

Yes to all those things. The only downside is that it cost about the same price as a tank and with 80 fuel it slows down your teching quite a bit. Even after nerfing you are probably going to be better off avoiding it till you can get some kind of call in to take out the whole building.
27 Sep 2013, 08:30 AM
#9
avatar of JohanSchwarz

Posts: 409

Jesus, team games must be so fucked on city maps. Considering resources are not shared between teammates, I would gladly sacrifice my teching in order to ensure that the German team doesn't ever get their cutoff while my teammate(s) tech up.

Who came up with this aura buff and what were they thinking? Frankly they should just scrap the aura and take out the fuel cost.
27 Sep 2013, 08:38 AM
#10
avatar of Omega_Warrior

Posts: 2561

Jesus, team games must be so fucked on city maps. Considering resources are not shared between teammates, I would gladly sacrifice my teching in order to ensure that the German team doesn't ever get their cutoff while my teammate(s) tech up.

Who came up with this aura buff and what were they thinking? Frankly they should just scrap the aura and take out the fuel cost.

The defense boost plus the healing and reinforcing pretty much makes your units invincable. x2 damage on top of that just starts getting a little silly.
27 Sep 2013, 10:41 AM
#11
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

Have not used the commander myself so I wonder how big the area around the building is. An image with distance drawn out would be awesome.
27 Sep 2013, 11:39 AM
#12
avatar of SgtBulldog

Posts: 688

Which commander is this anyway?

It sounds pretty crazy, but I haven't seen it yet.
27 Sep 2013, 12:27 PM
#13
avatar of Z3r07
Donator 11

Posts: 1006

jump backJump back to quoted post27 Sep 2013, 01:22 AMlink0
120mm mortars + forward HQ = ridiculous camping. You can't even kill it with mortars in this case.


I love the 120mm but that is just ridiculous.
27 Sep 2013, 13:45 PM
#14
avatar of Lichtbringer

Posts: 476

Little tipp here for HQs: Mgs with incendary ammo ignore the bonus armor.
27 Sep 2013, 14:36 PM
#15
avatar of JohanSchwarz

Posts: 409

Little tipp here for HQs: Mgs with incendary ammo ignore the bonus armor.


In case you didn't notice, we're talking about the FHQ in a team game setting where at least one other Soviet player goes 120mm mortars.

Good luck with your MGs, bud.

By the way, your suggestion isn't even valid for 1v1. Why wouldn't I just get a mortar instead?
27 Sep 2013, 14:47 PM
#16
avatar of Tristan44

Posts: 915

FHq is a cool idea, they just need to tweak it some for balance. Wait a 120mm mortar is in that doctrine?
27 Sep 2013, 15:27 PM
#17
avatar of FathersSon

Posts: 21



...That is just fucked up.

Essentially what that means is, one Vet2 Zis next to one HQ will two shot a Panther. That is ridiculous.

I don't know what they were thinking with this Forward HQ idea but clearly there was no QA testing involved whatsoever.


Yeah, that sounds almost as powerful as an Elephant. Minus the range, the spotting scope, the mobility and versatility, that is. At 840 mp and 90 fuel.
27 Sep 2013, 15:31 PM
#18
avatar of JohanSchwarz

Posts: 409



Yeah, that sounds almost as powerful as an Elephant. Minus the range, the spotting scope, the mobility and versatility, that is. At 840 mp and 90 fuel.


Pretty ridiculous when the Elephant is 300 fuel and God knows how much manpower. Also, even the Elefant doesn't two shot a Panther.
27 Sep 2013, 18:21 PM
#19
avatar of Tristan44

Posts: 915

Why would it shoot a panther

And does 120mm come with urban commander?
27 Sep 2013, 19:06 PM
#20
avatar of FathersSon

Posts: 21

Why would it shoot a panther

And does 120mm come with urban commander?


No, it does not.
But it still might happen in 2vs2.
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