At this point in the game I always go for a 222 due to its cost effectiveness at denying emplacement rush as well as general purpose harassment. It's very affordable and the performance it provides will always justify it's purchase. While the fuel reduction is there, Ostheer sports the pride of AT guns with their Pak40 as well as Stug.
It leaves the 222 at quite the desirable timing due to its cheap teching and cost.
I'm whole-heartedly with nerfing it but I would prefer to see the tackle to the overperforming unit by providing Ostheer with a cqc unit that won't struggle just holding grounds against infantry.
At the moment, it seems upping the AI capability while nerfing AT is the popular suggestion and I think that's fair. I'd say bringing it back to the original state where purchasing the upgrade for AT would be sensible and return the dynamic it once had. Without upgrade, it will serve as the anti-infantry car with the machine guns. With the upgrade it can provide light AT support against pesky emplacement rushes (if you're willing to invest in the ammunition, that is).
I can agree to some of the units receiving buffs but I find a few changes a tad overbuffing.
ISU-152's price reduction seems uncalled for. The performance improvement should justify the price.
If KV-1 is to be buffed in health, I don't think the gun needs to be upped either. Just let it perform the meatshield role.
85 range for the KV-2 is over the top. It's already outranging AT guns and can shoot over shotblockers. Damage improvement is arbitrary as well. I'd say maybe a slight buff to range to 75-80 is understandable but beyond that would be too strong.
Aside from that, I think the rest are fine.
Also, what are you going to add for doctrines that have T-34/85 in their list? Any ideas on what to replace them with for compensation?
Glad to see I'm not the only one who enjoys Hull Down.
I uploaded a video to show some examples of how Hull Dowm Brummbar would do in engagements.
It can take care of AT guns quite well, it can take out infantry quite well, it poses minimal threat to armor as it should be, it can shoot over shotblockers.
That shouldn't be possible. AT guns have 60 range, Brums have 40 range + 10 from Hull Down.
"if not judging by maximum distance"
If they pull shots from the maximum 10 range they have, then yes the brummbar won't be able to respond. However, at that range, a frontal shot isn't a major threat with hunkering down taken into consideration.
Since the test patch is out, I thought I'd provide a fun little thing I figured out in my own time when playing with the brummbars prior to the patch being released.
If you use hunkering down (is that the right name?) with brummbar, they will gain the range bonus which hits just about the range of an at gun if not judging by maximum distance. This is funny, since the brummbar fires in an arc which can over look a few cliffs. In certain maps such as Steppes, a well placed brummbar facing the direction the enemy may come from means a reliable anti-infantry weapon. AT-guns that fire from maximum distance tend to struggle taking out hunkered down brummbars, which gives it the window to shoot at arriving units as well as even the AT guns themselves (if a ledge or hill is applied, the AT gun might repeatedly smack the dirt as well). Enemy tanks may also be under threat of crew shocks too.
It's not overpowered, but a fun and somewhat effective way of using brummbars. Hope it helps.
I played a lot with brits lately but not emplacement heavy.
My strat is always to rush on fuel or victory point and build a defensive line with sandbags, vickers and Tommies. Wehrmacht has almost no chance to crack such a position early on. Once you got 1 Tommy and 1 Vickers out of T1 and maybe an UC if you have the micro you tec to T2 and get a sniper or pak, once the fuel is there an aec is coming. This happens if you have one fuel around 5-7 min so the 222 have only little use. Aec and a pak as backup and any light vehicle is gone. And youre save till mid game there your cromwells are coming.
In my opinion brits are way stronger if you dont play with heavy emplacements. Brits have all the tools every other army has except from mobile indirect fire, so if you play against them an early mortar is the best thing you can do.
I got a feeling that if I ever felt like climbing ladders, players like you will show up and spice my game up. At this point, a lot of my games are just rushing down Brits who only seem to work with emplacements. It's easy to beat them with rushes but it is kind of dull.
Since credibility is asked, I'll just leave it here. (How do I tag my playercard to this damn signature?)
I usually only play Soviets or Wermacht despite owning all three. I hardly dabble in 1v1 and mostly enjoy 3v3 or above. I think my ranking is somewhere 20XX but I don't remember (so yeah, pretty much average joe, doesn't help that I play about only once a day.).
As Soviets, I'm pretty happy where I'm at and pretty much the same for my Wermacht as well.
Now, to the actual thing I wanted to ask:
The current hot topic is the Brits in team games and how their emplacements ruin fun.I don't exactly agree but I can understand. Personally, it's not as awful people pin it, but I can see the problem being great once it spurs on. It's like teenage pregnancy, you have to stop it early or you will be having troubles the rest of the game, playa. Wermacht strats I have is usually orientated around MG + Grens pushing aggressively to impede the British force's early game attempt to set foot on a good emplacement location. Most of the time it does work, since Vickers and Tommies are limited in numbers due to stocking up resources for emplacements. Afterwards it's the matter of getting to BP1 to permanently impede proper emplacement placement through the use of 222 scout cars and their effective harassment. Unless the brit player plans on setting emplacement all the way in the back (which I'm quite comfortable with), it won't happen. By this point they either surrender or bleedout to GG.
Now what I want to ask is what British players who are on higher ladders know in regards of countering this early aggression strategy. It's been working quite well for me so far and I want to know more about their option in the start that could help them settle ahead in the emplacement game. If possible, provide a counter strategy and then even a counter to that counter.
TL;DR
What do as brit chavs when Grens are shoved down your throat?
Keep in mind that I am
- Team games mostly
- Average skill if not below
- Just play Wermacht