But why ? I don't understand?
I just find it hard to solo carry with brits. You need to coordinate with your teammate |
What would be the suggestion against early OST snipers? Given UKF are meant to hold down a section of the map a sniper can constantly poke at them. Besides the usual trying to counter snipe what other suggestions do you have?
Get your mortar pits as fast as possible in good spots. Just turtle around the mortar pits. The threat of 4 mortars shooting at a single sniper is really risky so players probably won't use the sniper offensively. You can see that in the 4th replay I posted. The Ostheer player got a quick sniper but it was pretty much used in a defensive manner and they couldn't push us at all without taking massive damage from the 4 mortars. And then just turtle, keep your emplacement alive until you get your cromwell out |
It's pretty absurd to be in a situation where British team games rely on taking out the enemy before they get their momentum up. Like it's such a late game faction by design and if you need to take advantage of the fact that Cromwells can arrive reasonably fast to be competitive in team games with it there is definitely something wrong with the faction overall. The British DO suck, even if this one strategy is viable competitively.
Will be testing it out later on anyway. Hope it goes well coz I'm sick of losing.
Why is it absurd? You CAN choose to build heavier and more expensive british tanks and grind it out like most players do. I find in those situations wipes are extremely devastating and the game devolves to pushing vps and trying to get wipes with rocket artillery and heavy tanks, so it's a lot more rng based. I prefer to have more control over my games, so I prefer to do these kinds of strategies where you get a massive shock advantage and just continue to roll on this advantage. |
girl's generation? they are so 2007.
터루 다트 |
The only glaring points that stand out to me are crom spam and tactical support cheese.
Early game seems very much theory crafting, what about flame HT? mortar HT? Snipers? in my experience with randoms ostruppen/gren spam into quick flame HT can clear your early trenches and mortar pit in seconds, so a reactionary build dependent on what factions your facing is probably better.
You talk about countering racketens and snipers with the command vehicle recon but don't even factor in a bren in your build (which imo is best brought out early so you can do some building clearance and MP bleed). As shrek bait as it is, it's still cost effective if you bring it out early and later sacrifice it for command vehicle recon.
I agree that tactical support is the best odds UKF have at the moment, but a certain Wehr doctrine with mortar HT and 30muni pixie dust dispensers (that make LoS dependant arty cover useless) counter this to a tee. The tiger at the end is just the icing on the cake backed up by panzerwerfers.
One day lelic will buff this faction
Is it really theorycrafting if I'm on a 20 streak and have beaten high ranked teams?
The problem with the bren is your delaying your cromwell and also spending manpower on a unit that doesn't pack as much firepower as a section or vickers. Watch the replays and vods to see it actually in action |
I know, that's why i'm saying this might not work away from top 200 AT. Cause all what you describe is hard to be seen on the mid to lower spectrum of the ladder.
That's why I'm trying to expose players to these concepts with the guide |
P2W confirmed
Good guide but there's a problem: skill group this guide is oriented to for the late game (pass the first cromwell). The first part is mostly cookie build, try to survive as well as you can and rush a cromwell. This is how you should mostly play.
I think most people won't find it easy surviving the late game on just cromwells, on the same way most people won't be able to play with just spamming T34-76s.
PD: this will work (late late game) till Relic decide to balance both Artillery cover and Concentrated fire operation.
The idea is to strike hard and fast using 2 players worth of Cromwells and just overpower the enemy before they reach their late game potential. If you're too timid and don't commit to pushes every now and then you'll allow the enemy to get armor. If youre to zealous and run into mines you'll lose your armor for nothing. This is where player skill comes into play, just having good game sense on when to strike and how. Obviously CFO and artillery cover make attacking SIGNIFICANTLY easier |
Hey Lemon Juice about the Tactical Support, is the Recovery worth it for late game to replace your RE? And in your opinion, is bolster necessary?
Innovation likes to get recovery teams around the time you get your first or second Cromwell for the sweepers and to use the flares to reveal enemy positions.
Bolster isn't necessary, but it definitely good. Think of it this way: your sections deal 25% more damage and your sapped build 25% faster. However it does cost quite a bit of fuel and will delay your first Cromwell by a minute. It's up to your discretion, but try not to purchase any other fuel purchases if you do get it. |
Gg and wp.
By the way, artillery cover is absolutely balanced.
Absolutely |
Well you spent 250+250=500 ammo and both lost 5 cromwells
and axis lost only 1 luchs, 1 puma, 1 jp4, and 1 schwerer & 1 medic trucks
I think 1 FF each as support would compliment ur armies better
whatever floats your boat. personally i dont like the FF so much in this strategy because it does cost quite a bit more than a cromwell, has a long reload, is fairly slow, and cant fight infantry at all. cromwells are fast, cheap, and can engage all targets. |