In theory, but not in practice. MG42 incendiary special has a very long reload animation which gives opponent a long window to leisurely kill off the MG/flank before it finishes. On top of which, you must pray that the gunner isn't killed or the whole process drags on even longer--the whole time the MG is not firing, by the way.
This comment is fairly amateurish and seems to ignore completely, the fact that MG42's can't reposition. The pack-up animation is REALLY long, and the unit walks slowly, that you're going to be overwhelmed by the allied player. Especially if he has shocks (which have smoke!). Regardless of the allied unit, as soon as you see smoke, the best option is to retreat or lose the MG outright. This is the case, 99% of the time.
thats why you should use incind rounds when youre inside a building. the opponent does not see the mg42 reload when its in a structure. in addition the reload is same length as a regular reload.
your comment seems fairly amateurish and seems to ignore completely the fact that you should have supporting infantry, and even supporting machine guns to reposition to face units advancing through smoke. |
do you guys just sit there while they smoke you or what? like fuckin pack up as soon as you hear the grenade alert and see the dude kneeling for a smoke. |
Also just lmfao at "this strategy doesn't work in practice" WTF DO YOU MEAN LOL I use this strategy whenever I play as Ostheer in 1v1s wether it be ladder or in house customs, and have climbed ladder thanks to it. There's a concept called munitions budgeting, you should seriously consider it. Also incindieary rounds are a measly 15 munitions. |
What is your definition of a "good" usf player? Top 500? Top 250? Or top 10? Perhaps you are just playing against players that are better than you, rather than you losing to an imbalanced faction. Also no where do I advocate being defensive for the whole game. people just have a pretty determined way they think the faction is to be played and are too afraid to really try new strategies that can potentially be very effective.
Edit: clarified |
although it is a little biased towards you since you know what ill be doing but w/e |
sure i can go 20-0 against rank 2000s, but that means my actual rank wont go up, ive played against decent players, and obviously thats reflected in me being ranked 60 something.
another interesting point that i forgot is that hmgs almost forces usf to tech grenades which delays usf light vehicles and such.
think you guys would be surprised just how effective mg42s are against units in structures. for example, an mg42 can pretty effectively eject a squad from the church in kholodny ferma if youre shooting from the truck to the right of it.
i also mentioned using flamer pios to eject squads from buildings.
queenratchet we can do a 1v1 again if you really think this double mg strat doesnt work. |
i think you seriously underestimate the power of properly positioned MG teams. im not claiming to be a super experienced 1v1 player, but in my 20 games (and 20 wins) as ostheer in 1v1, ive gone up against people from all skill ranges and am currently rank 64 and i can say that double MG start is the way to go against USF because a suppressed squad is a combat ineffective squad. youll have the manpower advantage in fights because your MG should always suppress one squad (240 mp vs 280 mp) with the possibility of catching 2 or 3 in the AoE suppression (240 mp countering 560 or 840 mp), and flame pioneers can actually go toe to toe with rifles, and grens in cover will pretty much always deal good damage to rifles when they try to approach to medium range.
well lemon, what about the m20 or m15aaht? well, thats what MG42s are for. placing an hmg into a building not only gives it good sight range, but once it hits vet you can incind rounds to rip right through light vehicles that approach. in addition you ABSOLUTELY should place teller mines here and there, you never know when they will be useful.
well lemon, what about grenades and smoke? you can hear and see when riflemen are about to throw grenades and smoke. so pack up ur fucking mg and reposition it. have your other MG or your supporting infantry constantly shooting at squads that get close and the riflemen WILL take casualties when trying to throw nades. since pioneer sight range is higher than riflemen sight range, your mg42s should get the first burst off against them, so they dont have a chance to pre-emptively smoke unless youve kept your machine guns in the same place the whole game. units are suppressed longer than your machine gun can pack up, so use that time to reposition if they f ire off a smoke grenade. remember that if your first MG gets into a tough spot, you can always reposition the second one as well to cover.
that takes too much micro! well fucking learn to play then. your opponents were probably the same skill or lower than the ones ive gone up against.
also in regards to flanking from 4+ sides, that is just absolutely ridiculous. maps are not just flat open fields. even langres there are shotblockers and natural barriers to funnel your opponents in. in kholodny ferma, theres like a maximum of 3 feasible flanking routes whereever you are on the map because thats the way the map is designed. its extremely difficult for players to get a full encirclement going because it means that a squad has to go ALL the way around without being detected. in addition one mg covers 270 degrees, thats a lot! sure, once it starts firing its difficult for it to traverse but it also doesnt mean its impossible. in addition you should always have supporting grens and flamers to help deal with close range rifles. |
Oh and farm the mg42 fire rate bulletins |
l2position |
Honestly your positioning has to be really really shit for you to be flanked from 4 directions. |