Best ways to counter Flamer Halftrack
![avatar of VonIvan](/uploads/avatar/8110.png?updated=1538769493)
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![avatar of DanielD](/uploads/avatar/785.jpg?updated=1491441916)
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The problem with the AT gun is that it is too expensive for something that isn't able to chase down and kill the flame halftrack. Perhaps the answer is simply always having a squad ready to flank the FHT so you can scare it with the AT gun and then get an AT nade on it.
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The good thing about the m5 it has ok armour can take a couple shots from a at gun and found it is less proun from taking damage from small arms fire aswell. It can renforce squads which is very handy, works well with units garisoned in it, if you lose a couple of units uou just hop them out renforce them and your back on your way. Also with the engineer in it aswell you can repair anywhere. M5 vet pritty quicky as well and gain nos at vet 1:-)
Try it out, maybe some other combos aswell:-)
Iv been getting some good results
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A particular scenario that i have issues with is when my opponent starts with Assault grenadier spam and directly techs to flamer HTs. In this case i usually stall with conscripts at long range, in buildings or capping around where there are no Assault Grens. This however leaves you with little XP for the first CP that unlocks guards. So, more often than not the Flamer HT arrives when i only have 3/4 of a CP and no guards.
What do you do in this scenario?
![avatar of ThumbsUp](/uploads/avatar/5809.jpg?updated=1384139471)
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Guards and AT-nades/AT-Guns sounds good and works in most circumstances.
A particular scenario that i have issues with is when my opponent starts with Assault grenadier spam and directly techs to flamer HTs. In this case i usually stall with conscripts at long range, in buildings or capping around where there are no Assault Grens. This however leaves you with little XP for the first CP that unlocks guards. So, more often than not the Flamer HT arrives when i only have 3/4 of a CP and no guards.
What do you do in this scenario?
That's usually when I stare at the screen blankly
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the problem is when u were beginner eneugh if you choose ST doctrine in the first sec.
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Lure it into a mine. FHT love overextending.
Yeah I try to lay as many mines as possible. Hard to do though when playing East on Ferma Winter with only one ammo point that's, imo, at the advantage of the west player.
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but again I'm likely playing at a lower skill level than some of you, so my strats may not apply.
![avatar of StephennJF](/uploads/avatar/115.jpg?updated=1371338372)
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It is really difficult though I find to stop a FHT when its used with a 4-5 gren spam on close quater maps that a cut-off is easy to access. Kharkov north for Soviets being one of the worst spawns to verse this strategy in my opinion.
Gren spam to FHT to T3 is the only thing I struggle with but going T1/guards/T3 play seems to be going quite well for me as of late as well to counter this. Need more testing though verse good players. I think my sniper usage forces my opponent to take risks and commit to engagements that they shouldn't. I do not upgrade DP guns til I see tanks, for the FHT I much rather have 2 extra mines on the map or float for AT nades.
![avatar of VonIvan](/uploads/avatar/8110.png?updated=1538769493)
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Guards and AT-nades/AT-Guns sounds good and works in most circumstances.
A particular scenario that i have issues with is when my opponent starts with Assault grenadier spam and directly techs to flamer HTs. In this case i usually stall with conscripts at long range, in buildings or capping around where there are no Assault Grens. This however leaves you with little XP for the first CP that unlocks guards. So, more often than not the Flamer HT arrives when i only have 3/4 of a CP and no guards.
What do you do in this scenario?
Upgrading to at nades and either A. Keeping the FHT off long enough with them to get 1 CP for guards. OR B. Going for an at gun(depends on map).
![avatar of Tristan44](/uploads/avatar/6287.jpg?updated=1457031733)
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Usually if an opponent goes 3-4 assgrens shouldn't that take a while and really hinder his fast tech to FHT?? By the time 2 assgrens come into the field you could probably have 3 almost 4 cons and some decent map control if you avoid him.
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hmm interesting strats. loving it.
Usually if an opponent goes 3-4 assgrens shouldn't that take a while and really hinder his fast tech to FHT?? By the time 2 assgrens come into the field you could probably have 3 almost 4 cons and some decent map control if you avoid him.
I was talking about Assault Grenadiers, which come off-map at 0 CP. You probably mixed it up with Panzergrenadiers, which would indeed slow down the FHT tech.
Assault gren strategies on the other hand make it possible to completely skip Tier 1 and thus the FHT arrives extra fast.
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m3 ups the dps by removing the ptrs setup time plus the added chase ability of the m3 makes taking by surprise a flame ht a sure kill. and a scout car is a low investment compared to another guard. also thanks to the new targeting priorities the guards prioritize the halftrack. and the speed of the m3 allows it to go sneaky like and set up a nice ambush.
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And it isn't exactly fast, takes a while to get 3-4 on the field right? I may be wrong, I haven't played much with or against this.
You are indeed wrong.
Due to AG's being call-ins, and thus have zero buildtime, the third AG hits the field at roughly the same time the third Con does (+80MP).
/OT
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