Late game vs Axis usually amounts to not allowing Axis to mass up enough tanks to push you, cause damage and retreat without losing any tanks. Before that though, try to hold onto fuel points as best you can and destroy caches whenever possible.
Your team should have a blob counter to keep the OKW blobs in check. MG's in green cover, katyusha, calliope, pack howie are useful tools.
Each Panther costs 185 fuel but allowing them to build up is incredibly deadly.
Build up Jacksons, SU-85, Firefly and don't lose them. All allies tank destroyers have unique specials which always should be used before/during combat. They are weak in all aspects except when using their abilities so make sure they are protected, kept alive and massed.
SU-85 is focused sight which allows it safely to view a choke and fire without infantry infront of it although you should still have infantry around to defend the SU-85.
Jackson is HVAP-T which increases damage and pen (requires vet1 tho). Always use it as it increases damage.
Firefly tulip rockets is crazy good burst damage, stun + vision block but also extremely expensive. Try not to lose the firefly either or you will have to pay muni to re-upgrade your next firefly. A good axis counter is to dive an upgraded firefly with panthers. I would trade a panther for an upgraded firefly any day. |
Currently bolster is a requirement early to keep infantry sections competitive which is sad. I enjoy the buffs but I can't agree with adding it after company commmand post.
Instead of moving bolster to require Company Command post, make it cost more MP, less fuel and require grenade upgrade.
The way I see it, the MP requirement/cost is too low with the amount of power it brings. Especially calculating the cost of adding additional models when the upgrade is complete. Increasing the MP cost gives it a slower power spike while still retaining the early game advantage but a little costlier.
The fuel cost requirement as high as 35 doesn't really make sense to me. Lowering it by 10 is better. I would even recommend adding grenades as a requirement before being able to get bolster as players will not usually get grenades before bolster. Its a nice pre-step before the power increase of bolster anyway.
Final verdict on bolster:
+ 50MP to bolster
- 10 fuel to bolster
+ requirement grenades first
In total:
+150MP requirement (100 grenade + 50)
- 10 fuel saved (but still 35 total for bolster, 10 from grenade).
I disagree with removing valentine from royal artillery as that removes super barrage which makes royal artillery *fun*.
Brits really lack a blob clearing tool outside of mortar pit and land matresses. Both of which are expensive and extremely vulnerable to call in's and other indirects. I would like to see a tool in to help with blob management. The vickers burst increase is a nice start but I feel it adds too much power to the vickers as it is. Its a powerful killing machine but not a blob management machine. It becomes even stronger in a trench which I would say is a requirement to use it effectively as a blob management tool. |
Why do Axis have better snares when they also have the heavier tanks. Boggles my mind. Is it because USF have better infantry? |
Very close game, thought they had us in the first half ngl |
If the health of a vehicle is either below, or will get knocked below a certain percentage by the snare, it gets snared. If not then not
So Allied tanks have less hp generally, they get snared more often? Because faust will do more damage? Seems kinda unbalanced there. |
Does anyone know vehicle snare percentages? The chance for a successful snare?
Panzerfaust seems more reliable than a anti-tank grenade from conscripts/engineers or rifle grenade from Riflesquad.
I hope percentages are the same since Axis factions have better armour which doesn't make sense to make them even stronger by providing Allied units with weaker snares. I see my anti-tank grenades fail to snare almost 50% of the time. |
What is the KV-2 good for? I feel like ISU-152 is better in almost every way. I don't understand how to use this tank. Please help me. |
The goal is not to slay blobs, its to hold them back.
Show me a game where you try it and see how well pyrotechnics works against it.
Brit AT gun can't hit the flak emplacement because of target size. Its the same as hitting infantry because of target size 2. |
Hey guys, a lot of people ask: How to counter brit blob?
Its easy. Build flak emplacement.
Flak emplacement has 2 target size for some reason. At 2 target size means its very safe vs an anti-tank gun. At full HP won't die to gammon bomb (takes about 70% hp off). Last patch seems to have hidden buffed the flak gun (maybe devs expected brit blob spam), it doesn't decrew anymore. The HP bar doesn't go down to reflect the damage its taken either which is nice. I think the flak emplacement is an exact copy of the base flak emplacement which is 👌 very nice.
Blob spamming brit won't have indirect aside from a 130 muni call in or static mortars. If they build static mortars, you win anyway since you can build another flak emplacement outside of their range.
You may ask: "Nipz, isn't this the same as bunker spamming?"
Yes and no. Flak cannon has 2 target size which makes it much better than a bunker. You don't have to upgrade it for it to be good. It just costs more.
Anyway, try it out and let me know what happens. I'm interested to hear your success stories. |
you can't build arty in your base anymore. its outside of the base.
same counts for off map artystrikes.
But as you saw it was maxrange so my arty missed very often.
Yeah I noticed as I was watching the replay casted by Imperial Dane. It was still being covered by a base MG though albeit only partially to the right. |