This is quite the opposite of what Ostheer typically does: winning in a few minutes. But I some scenarios, I was able to get my opponents entire force to retreat, then I cap his cutoff and guard it with a mg. Of course to prevent counterharassment, the rest of my force is near my own resources. Now my opponent is desperately fighting to get his cutoff back in the first few minutes. If the roles were reversed, this situation would be gg for Ostheer as you'd expect a quick stuart/t70/aec to wreck you soon and knowing that your fuel starved, he can probably get two light tanks to end the game. But Ostheer doesn't have any units that pack a punch till tier 3.
Should I go for a bunch of 222s? I'm always wary of getting more than one 222 cuz the micro tax on them is just not worth it, unless I'm facing Brits. And even if you cutoff an allied player, they can still get out their light tanks reasonably quickly. The question is how do I keep the allied player pinned in his base? I won't be able to grab all of his territory, so he might have a secret fuel cache I don't know about, and out of the blue he somehow scrapes out the fuel for a stuart and wrecks all my 222s. Other than the risk of overspending on light vehicles, I would like to get 222s but the risk is too high. And the 222 has poor mobility for a "car." The panzer elite armored car is the same thing yet much more nimble. The 222 can't brake fast enough, doesn't turn as fast and the PE armored car, cannot accelerate much faster from light tanks and therefore can be easily chased by light tanks (which is ridiculous since it's just a lightly armored car ffs.) I'm not asking the 222 to have the great anti-inf capabilities of the PE armored car, but maybe its speed and maneuver should get a buff (or at least buffed behind veterancy.)
Currently, Ostheer doesn't have any shock units that can capitalize on early victorious battles. Half the time, I'm unable to contain the opponent and he is able to break out of his base. I even invest in mg bunkers against his cutoff but it doesn't always work. I get such a bad feeling that I can't punish or capitalize off my opponents mistakes very well as Ostheer but if my mg wan't set up in time/facing wrong way/ riflemen crawled into nade range, pak misses at close range/ hits terrain instead of tank, all those can be gg for Ostheer. Whereas losing a rifle, cons squad is no biggie.
In short, you don't. That's really not how Ostheer is designed. Locking down your opponent early game like that is only going to happen if they make a grave mistake or you are just significantly better than them. What you want to do is dig into some good green cover positions and just hold them out, wait for your own vehicles. You aren't going to beat them solely with infantry unless you kill whatever light vehicle they have immediately. If you want to be able to be super aggressive in the early game you should play another faction.
If you want an alternative to the 222, the flame-ht is amazing now. If you see brits go for bofors get a flame-ht and it's gg, just rush his base and wipe everything on retreat.
I would compare it with abstract TD tank unit (for example Jackson), which would have small AP and damage stat, but instead would have very good speed and a lot of HP. And when you saying "that TD unit is ineffecitve, cos it doesn't have those stats, which could make it effective TD (AP, damage)", people answering you "but you know, it's fast, it's survivable, you may use it as meatshield or recon...", when it is originally TD. Hope you will understand that example.
So basically the m10? One of the best in the game?
Not every unit has to be identical, stop trying to make them the same.
You are literally the only person complaining about the Maxim.
6 men squad may be good boost for infantry squads, but not for support weapons. Maxim dying as good (and even better) as all other HMG teams, because artillery wipes 6 men squads same good as 4 men (they all prefer to bunch up nearby and dying easy),and each model itself in squad has bigger than common recived accuracy stat, so - they also dying fast from direct fire.
No it doesn't, the mgs all have identical received accuracy at 1.25. Stop spreading lies.
Just in case if you didn't noticed - 57mm AT gun was brought in line with other AT guns last patch. It is completely viable against any medium armor and quite decent (for its cost) against heavies with activated HVAP shells.
They nerfed take aim ;___________;
I want the old 57mm back