The problem with volks is how spammable they are early game coupled with their effectivness at long range + being able to build cover + early flamnade.
So early game you can build 4 of them + starting Sturm, use 3+1 to push your opponent cutoff while having a safe backup at a key point always behind sandbag/green cover.
The strat is always the same, A-move your volks so they always fight at their best range and micro the sturm. When you reach your objective build sandbags and wait for the counter-attack behind confortable green cover. |
TLDR; USF players seem to want to have lots of cool toys that axis don't have AND all the toys axis have.
Grass is always greener on the other side of the fence :>
USF doesn't need new toys, it need a design overhaul. |
T34-76 is a top tier tank, i can tell you that! |
Well, Allied Sov/Sov Sov/UKF won games, USF is an other story... |
Let me point out that 5 men grenadier are not available from the get go since the require CP2.
Let me also point out that my suggestion about 5 men grenadiers, also suggested a tech cost attached to them, being more of choice in investing on infantry at the cost of delaying vehicles.
Are they call-in or upgrade from vanilla grenadiers?
If they are CP2 call-in: let's talk about it
If it is an upgrade from vanilla grenadier: nop nop. |
OOOOOH yeah, I remember now the supermegaOPness of the Fatherland HMG42... |
Thread: OKW16 Oct 2018, 06:59 AM
I, for one, always A-move my sturmpios.
I wonder where did you read a-moving sturmpio in the OP. Just curious. |
To clarify (as this jogged my memory), building the hero unit would cost manpower/fuel just like any other unit, but using these hero units (not sure if its a set amount per game played while you have them equipped, or number of times you called them in) lowered their "durability" (dont remember the term that was used), and you had to pay in game currency to restore that durability. When their durability reached zero, the units were unable to be used/equipped for future matches.
You have indeed a very good memory, I remember it now. |
Thread: OKW15 Oct 2018, 13:05 PM
Are these observations from the GCS, or personal experience? Because in my respective ELO brackets, OKW sturmpios rushing my cutoff in 1v1 is not a problem I have. For USF its the poor tech structure, and for UKF its cloaked raketens nuking my UC.
I'm sorry but where the hell did I said rushing with Sturmpio? As for GCS experience, I let you check Ikab vs HelpingHans qualification match.
There is no match between Ikab and Helpinghans, the second is waaay stronger that the 1st one but because OKW has so much advantage over USF early game, Ikab simply rolled over HelpingHans in less than 10 minutes. |
Thread: OKW15 Oct 2018, 09:34 AM
What, as in are you agreeing or disagreeing with me that USF has the worst time against sturmpios initially? You may have to re-read my initial post, because I think you may have missed my point.
Maxim's cut it as much as any other single MG against a single unit. If they are flanked, they are screwed, if they are charged they suppress the target. But yes soviets do have to go either tier 1 or tier 2 to fight against sturmpios, that means they have options. USF does not.
USF has the worst start vs OKW, that's not breaking new but saying on 1vs1 you can just spread and cap the map is wrong. OKW player will just send all his forces at your cutoff and hold it with sandbags. That's basically the issue here, USF isn't designed as an early defensive faction.
Maxim are trash, and I'm not even a regular soviet player. They are only good if you already have penals or guards to suport them. |