People keep writting off the Obbers STG44 upgrade as not worth it, but remember they are still a long range unit with this upgrade, the main difference is (due to infrared scopes), they have amplified damage against units in cover.. so they work like a flame thrower (well without AoE), which is obviously something pretty special.
Not always needed, but certainly powerful on some maps..
i think they only ignore some cover bonuses, not amplify. also i believe the flamethrower doesnt deal more damage in cover like it does in vcoh
i actually dont like the upgraded stg44s that much. I figure since obers are so expensive to reinforce i want them as far from incoming fire as possible and the mg34 already has godlike burst damage so i never upgrade them
heres another replay. the other player was definitely not very good in their macro and micro. several occasions where he retreated for no reason, but there were 2 situations where his shocks did massive damage to me
stalls for b4 but i push each time he makes one and destroy it before falling back to regroup the assault.
why make a luchs vs jacksons when you have no vehicles to begin with? if your trap fails and you mismicro the luchs and it dies, youve wasted a lot of manpower and fuel. the jacksons will mostly be a waste until a command panther arrives, and at that point you can mark target + volks shrek it to death.
the doctirne is really up to you honestly. whatever doctrine you choose gives the strategy its own little edge. I like the grenade assault and command panther, wihle others make like the fusiliers more.
The reason why i dont use the fusiliers are because theyre not available right off the bat, and i need squads on the field right away to help with my capping power.
regarding the fieldgun, its strength comes in from both its ability to kill, and the ability to put a time limit on firefights. if a fight breaks out within the field guns range, the gun will start firing (obviously). the longer the fight goes, the more and more likely the field gun will hit a model and deal massive damage. this forces your opponent to try to end the engagement quickly by closing the distance (bad idea against sturmpios), fallback and you win the firefight and can advance, or slug it out and die to the field gun.
ive never used the radio silence ability, i figure if im in sight than my units have probably auto attacked the enemy and given away their position already.
their early bonus comes with the grenade assault, and the flares are useful lategame when scouting an enemy position before an attack. check for MG arcs and where their at guns are at. also good for spotting for your support guns and stukas.
also flak half tracks require your opponent to go a certain tech to make full advantage of (US has to go LT but then you have to kill or deter their own flak halftrack some how, and Soviets have to go t1 or else an AT gun will kill you) theres a small window where halftrack is king of the field and during that time you have to get vet 1 to gain access to its smoke grenades, so when AT guns arrive you can just smoke and displace.
you make a valid point by saying this build suffers from back capping, and thats why I build that third volksgrenadier squad.
i used to continuously cap any territories that i left behind or were capped by the enemy.
its really important to make sure you dont lose out on extra munitions or fuel because you were to concentrated on fighting and not on capping the territories on the far side of the map.
also remember that YOU as a player have the ability to force fights. yes, once BARS are out its difficult for volks to win in a 1v1 engagement when theyre fighting over side points. but you can force the enemy player to respond to a push and bring all their units where you can use positioning to kill them. the best way to force a fight IMO is to push for their cutoff.
an example of this can be seen in the game i play against Romeo. I push for his cutoff with a decent sized force. I know he is on the right side of the map because he is capping my territories. If i cap the cutoff, he will most likely come from the rear because a flanking attack is what every strategy emphasizes! anticipating that i point my raketenwerfer to my rear and wait. true enough his squads come rolling into my trap and i kill a lot while only losing a few models. then i send one volks squad to recap everything else.
also as a slightly related note: the best map to do this strategy on is probably crossing in the woods (which also happens to be my favorite map). Sturmpios can quickly cross the river due to their movement penalties being removed and the big hedges offer a good place on the front line to palce your medic truck. much of the map is in range of a support gun and your cutoff can be easily protected by your t4 flak truck.
im curious why you go with this doctrine? I cant seem to find it as useful...
I like the grenade assault, its cheaper than regular grenades and it has potential to wipe squads. its really good when you throw the grenades behind a line of sight blocker to catch them unaware. also really good vs the Major retreat point.
Command panther is also something I've been using a lot, and I think the mark target ability used in conjuction with raketens and shreks are really good.
I think i've beaten romeo in every match ive played against him, most of the time i get the upper hand through a one or two squad wipes using the sturm pios (2 1v1s and a couple 2v2s i think)