Wermacht Machine Gun spam vs USF
Posts: 16
In 2vs2 its a joke, the Wermacht player will spam nothing but MG's and mortars while OKW spam Volks until they get a panther. Road to Kharkov is like the worst map for this. I use the mortar halftracks incendiary barage to deal with these team weapons but it comes at 2 CP and by that time they have consolidated their defensive positions, built bunkers and fortified the VP's from multiple angles.
USF get the mortar team straight away but their garbage with terrible accuracy and all it takes is some volks spam to flank them. It takes so long to tech up to an MG with USF, it even costs fuel which is simply absurd.
Every faction should have to tech up to get MG's including brits.
Posts: 2458 | Subs: 1
In general though USF have plenty of ways to deal with MG42s. Pathfinders for spotting them early. Mortars and pak howis for smoke and regular barrage. Early LVs. Smoke grenades and flanks.
Posts: 16
Road to Kharkov against MG spam? I feel your pain brother.
In general though USF have plenty of ways to deal with MG42s. Pathfinders for spotting them early. Mortars and pak howis for smoke and regular barrage. Early LVs. Smoke grenades and flanks.
I know they have a lot of counters and i use them, but thats a lot of early micro you have to use just for them setting up an mg, which only costs manpower. The fuel and muni cost of the grenade upgrade, the fuel cost of getting M20's or LV's, the cost of using nades and teching up is too much. By the time you have these upgrades they have already got a solid hold and are working on a forward push.
Posts: 8
Posts: 3260
Your best bet is light vehicles. If you've got the Mechanized commander, Cavalry Riflemen in a WC51 are a brutal counter to units with no AT abilities. The M20 is a nondoctrinal unit that can fill a similar role, but it's not as strong.
Be sure to grab a Stuart too. It's not as good against infantry as an M20 or WC51, but it can do a bit and it'll fight off any 222s that go for your lighter vehicles.
Posts: 310
As USF, you should occupy the buildings that Wehrmacht is going to use for their MGs, simply because their gameplay is straightforward.
Posts: 220
Alternatively use the mortars to fire smoke to smoke them off and tech grenades (of attack ground with the flamers through the smoke) and that should send them packing. You probably also want to rush for a .50 cal to shut down their infantry too.
If you really want to spam rifles early you can do that too but get a mortar to smoke of the mg and rush it.
Posts: 888
Posts: 33
We need to tackle the player mentality who rely exclusevily on mg's without making them think twice before cliking on more than 1 mg at the start of the game.
First of all mg's should be costing ammo if you want them to shoot at max potential and pin down like german mg,second they should have less suppression and more accuracy,can you imagine in a real war scenario 15 soldiers sitting ducks in the range of an mg with their head in the dust getting killed without shooting back throwing nades or putting their hands on their head? and why would it save your units if you retreat them running home ,how are they not getting killed from the mg when they run back home ,they simply run through a rain of bullets.
Mg's need to be moved to tier 1 or 2 or it needs to be changed the way it works with the pindown mechaninc,make players spend 30 ammo for 15 secs of pindown or 20,make them less supressive and more accurate so infantry shoots back with less accuracy but they still do shoot back.
If an infantry is being shoot and pinned and the mg is shooting at the other ifantry,that infantry should immediatly start to fire at mg or throw grenades or anything because more than once I encountered my units staying pinned down for 6-8 secons from mg suppresion.
Yes I know german mg's are all superior and best muh gun ever but a bullet on your head would make that weapon usless,ok?,it's war ,on d-day allies went through multiple mg's and still won,it's a real war not girls simulator where they sit ducked in fear of being raped or shoot.
CHANGE THE MENTALITY NOT THE COUNTERS!
Posts: 19
I know this is an old issue but its so annoying. Wermacht get MG's way too early and you can never see them until its too late and your pinned, then you have to retreat and lose valuable ground or risk losing manpower, plus the german potato mashers super wide field of view and rate of fire is just too much.
USF get the mortar team straight away but their garbage with terrible accuracy and all it takes is some volks spam to flank them.
Every faction should have to tech up to get MG's including brits.
If you're really struggling with MG spam, then play Airborne or Recon Support. Pathfinders have enough vision to spot MGs before they can shoot at you, at which point you can pound them into the ground with a Pack Howitzer, which will crush both the ISG and OST Mortar in a head-to-head fight. Its actually not particularly difficult, and very consistent.
The game is balanced asymmetrically, which means different factions have access to different tools and at different times. That's not going to change, and it shouldn't. What you need to do is learn how leverage the tools that you have a USF player.
Posts: 888
It's always going to take way more effort to dislodge an MG than set one up so as long as OST is going to continue to get it right off the bat at bargain prices you're going to be at a huge disadvantage at the start of the game especially as UKF and USF.
Posts: 2358
snip
There is a balance section to complaint about MG42. Use that, here people ask for advice not toxicity.
@OP:
To fight HMGs keep in mind they are far less mobile than mainline infantry. Avoid direct engagements. Use sight blockers, always escort riflemen with RET, in an emergency use the smoke, wait a bit until suppression ends and displace. Once the HMGs is packed up its very fragile, it will often retreat.
Normally HMGs are able to secure about 15-30% of the map. There are a lot of valuable resources in the rest 70-85%. Exploit that. Leave axis hmgs starve of boredom, use the rest of the map. You know that the other player wasted their resources on a HMG so he will have less infantry to tackle you.
Always keep in mid that HGMS move slowly. If its in a building go for mortars if you really need it.
Use LVs aswell.
The micro tax is actually your superiority as player, if the other player sits their HMGs its a clue he is a bad player. Dont get mad about that, actually thats the enemy weakness, exploit it.
Posts: 306
1. spot the mg with rear echelelons, if its an open map try to flank, if your playing a diffrent one stay in green cover and slug it out
2. dont get the mortar, its just to slow to force it of, better going for pak howitzer
3.remember usf powerspike is not in the first minutes in the game, but rather when the first officier arrives (i would suggest captain) and the LV(flak truck), try and play defensive until that point
4.if you do all this right you slugged it off with the mgs didnt eat a lot of mp dmg, and can afford a quick pak howitzer, to hardcounter this mg spam, if 1 isnt enough you can always get 2 and get really cancerous
this is strictly 2vs2 perspective, i hope i could help
Posts: 403
Honestly mortar is not the play unless he has like 3 hmgs. It's absolutely not worth it because: You smoke the hmg42 but if you go mortar and smoke it, what are you gonna push it with? 1 rifle squad? He either went another hmg and you get supressed because it's behind him or he went grens and your rifles drop models while advancing while he is repositioning his hmg.
USF can't afford to play static earlygame and for that you need rifles to beat the volk spam or have successful flanks.
Early nades don't help either because you are delaying your LV/tech/bars and not getting much out of it.
Really infuriating matchup that takes way more skill to beat than to execute. At worst you have to concede that side of the map and go gang up 2v1 against the OKW/Teammate, and try to get map control from it.
Very map dependant but you can also go for the cutoff easier than for the fuel/vp he is guarding since he probably devoted atleast 1 HMG for that.
Posts: 888
Jeep is borderline broken against hmg spam but relying on a crutch commander with 0 lategame is not good design when it comes to a faction.
Honestly mortar is not the play unless he has like 3 hmgs. It's absolutely not worth it because: You smoke the hmg42 but if you go mortar and smoke it, what are you gonna push it with? 1 rifle squad? He either went another hmg and you get supressed because it's behind him or he went grens and your rifles drop models while advancing while he is repositioning his hmg.
USF can't afford to play static earlygame and for that you need rifles to beat the volk spam or have successful flanks.
Early nades don't help either because you are delaying your LV/tech/bars and not getting much out of it.
Really infuriating matchup that takes way more skill to beat than to execute. At worst you have to concede that side of the map and go gang up 2v1 against the OKW/Teammate, and try to get map control from it.
Very map dependant but you can also go for the cutoff easier than for the fuel/vp he is guarding since he probably devoted atleast 1 HMG for that.
The Jeep isn't that good its a paper vehicle with no gun that it starts with and takes forever to upgrade. You don't even have to faust it just keep shooting it and it will explode.
The M3 HT is good though but its T2 so it can't help you for a while.
Posts: 3423 | Subs: 1
The Jeep isn't that good its a paper vehicle with no gun that it starts with and takes forever to upgrade. You don't even have to faust it just keep shooting it and it will explode.
The M3 HT is good though but its T2 so it can't help you for a while.
WC51 is really good after upgrade
It saw a decent amount of use in WCS
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