So I have seen it twice now, and each time with two Jackson's and an abundance of bazookas I still cannot get rid of one. How are people dealing with it? |
So right now as Americans vs Ostheer the biggest problem I have faced is the old meta. The early and mid game go pretty smoothly, but later on a pak and a Tiger become a huge problem. The smaller AT gun struggles to penetrate, the Shermans are paper thin, and it squad wipes bazooka holders consistently.
When I identify a strat like this is going to be used, Do I just need to lay a bunch of mines and get like two jacksons and an AT gun and hope for the best? Or is it possible to spend less by getting the little tank destroyer, a jackson, and an AT gun? |
If you went Lieutenant Tech then you already have your answer.
The American M15 Anti-Air Halftrack is better than the OKW version. When stationary, the M15 AA Halftrack will fire its 37mm cannon rapidly. The 37mm cannon will tear the OKW Flak-track to pieces.
Catch the OKW Flak-track offguard and it is easy pickings. It has to setup to fire and the US M15 can kill it before it sets up and fires at you.
If you went M20 Utility Car you have a few choices:
1) Take the crew out and fight it with a Bazooka. M20 crew has a Bazooka.
2) Park your M20 right next to the Flak-track. The Flak-track has a really small minimum range. It cannot hit things that are directly next to it. It also has to setup and "unsetup" so you can exploit that immobility to get close. This is the mirco-heavy counter but I've seen it work.
3) Plant an AT mine with the M20 car and hope it hits it.
You pretty much have no choice but to counter this thing with one of these two things if you go Lieutenant.
Scout for the HQ truck is my advice. If you don't see the medical Battlegruppe HQ (with the big cross on the back) then he's probably gone for the Mechanized Regimental HQ. Mechanized Regimental HQ is the one that builds the OKW Flak-Track.
Thanks for the advice! I have taken all of it with great success. |
I know, it's similar to the SU-85. However, unlike the SU it comes out a time when in a even match, it's outnumbered by 1 or 2 AFV often wielding turrets and by factions with proper anti-tank guns.
I think the invisibility needs vet to activate.
The first AT AFV for OKW is either: Puma or Jagdpanzer IV (around the same cost including teching). The second, if the game develops, can be either Jagpanzer IV or Panther.
Jagd4 doesn't have agility and is defensive in nature, while the Puma is offensive.
Jagdpanzer4 cost something like 400 MP and 135 fuel, when you consider that the T2 truck isnt all that expensive it can come out at the same time if you want it to. If you go further and get the Tier 3 truck and maybe something else like the flack track then you will need a shreck or so or the little AT guns.
On that note some advice for supporting your stuff with the little AT guns, they actually turn really fast in buildings and get the extra sight / survivalability they need to punch tanks, If you can, I highly suggest garrisoning them. |
You use it like SU-85s, A long range AT gun. That means keep it supported, and keep stuff in front spotting for it. My advice for your first one is to keep it hidden until you spot armor, Its not like it will do a whole lot anyways, and the element of surprise is very valuable. |
Flack track, the infantry gun works wonders vs it.
Also if you do have a kubel car, suppressing the mg reduces its effectiveness quite a bit |
Seriously i just see 4-5 squads of browning upgraded USA infantry spread out and rush and it melts anything u can throw at it. This together with captain using ON me or whatever the fk it is literally one click and a squad just melts away.
And if USA AA HT no the most OP unit in the game atm then i will suck myself off. Its an exploit.
OKW machine guns simply suck and do no supress like Maxnoob a WWI machine gun LOL. Designed in 1884 is superior to MG42 and MG34. OK GUYS. OK.
Seriously needs looking at.
So once again you have only nit picked at what you hate the most. Lets actual analyse the whole situation: First, the American faction is designed around rifle men, hence the weapons rack style upgrade system and Tier unlocks that only gain experience through other units. Second, Lets look at what is actually available to the Americans in the first few minutes. Out of Tier one you get Rifle men (once again, the back bone), rear echelon troops, and the ambulance. Not a whole lot of options right? Even if you do not upgrade anything and go strait for the cheapest tier unlock being the lieutenant at 50 fuel, you still have 4 rifle men squads by the time you have enough fuel. With good unit preservation, its pretty obvious why you see rifle blobs all the time. And no, they do not melt anything you throw at them, Sturm pios murder them as long as you play with them like the new panzer grens. All of the call ins are great vs rifle mans. and those sweet Tier four infantry kill everything that is infantry in this game.
My point is that
1) its justified
2) unless you get flanked all the time, it should be good fights |
I'm playing soviet and OKW has some decent nades + sturmpios to come and kill some of my units. I don't see a problem here. Extensive building use is always a pain.
Its not necessarily a problem, its just really good vs OKW early game compared to other factions and I just wanted to point it out / see if people have ideas vs it. Plus what you just listed for clearing a building is what, 560 MP plus grenades which also means its been a few minutes that you have been at a severe disadvantage because you still have to get another Tier to unlock grenades |
Alright so I was recently massacred by great building use by my opponent. I have seen the huge weakness of early game OKW and have been extensively using it vs them. Buildings are the early game terror for OKW and here is why:
1) Every other faction has easy early access to grenades, OKW do not, T2 is quite expensive and long to set up. Not only that but avoiding grendades is not terribly hard, and unlike the molotov which kinda prevents your opponent from getting back in the building for a bit, after avoiding a regular grenade they can just simply get back in the structure and waste your munitions
2)Sturm pios have no grenades, and Volks grens have pretty poor DPS. The little AT gun is alright at dealing with them, but not effective enough to really make a huge difference. The fourth unit you have access to is the Kubel wagon which is awful for clearing buildings
3)Even after you get T2 or T3, the flack track is probably the most effective counter play to extensive building use. The infantry gun is super expensive and does alright, but like mortars it takes awhile to make a dent your opponents army
So who has counter play? Should we try our best to screen building entrances while we reinforced barb wire them off? Its kind of a hard situation to deal with early game, and on certain maps even harder. |
So I downloaded the patch today and ever load out is wiped blank including the standard one every one started with. Am I the only one? If not, The next few weeks are going to be really annoying with all the patches resting every load out |