I am currently working on a project based on a scenario already in the game (it's called Blitzkrieg, and its on the Steppes map) where the armies are pre-built and it's impossible to get new units. This will be a multiplayer scenario, and the map will be rather large, maybe even for a 2v2, with different environments. The idea is to make the battle start with all players having a close-to equal army and battling it out for either annihilation or victory points, but reinforcement on squads should be possible.
I would consider my skills with the worldbuilder quite high, but completely blank on scar coding, so I need assistance with the coding. If anybody has a good link, or better yet know how to code this, any help would be much appreciated! |
I guess mark vehicle, at mines to cripple it and massed at guns would do the trick. I have never faced one, so I'm not sure how it would be executed in practice... |
This strategy is very good if your are using the mech assault commander. This commander is just incredible against USF because of, well, all the points. I disagree with the pio spam in the opening phase of the game because Assault grenadiers>pioners when it comes to fighting. The mechanised assault group is excellent for quickly decapping points and decrewing weapon teams. The fact that this is a pgren squad without teching up is awesome, because you can upgrade these to deal with that mean AAHT. Furthermore, the StuG E eats riflemen as they were snacks. It can also deal sligjtly with armour because of target weak point, with aid of the pgrens with panzershreck and probably The call-in artilery barrage is really usefull for flushing a defencive position, last act of defiance when a point is being decapped or punishing whatever chooses to stay in the targeted zone. Finally the Tiger is well... A Tiger.
The strategy is solid but lacks in mobility because of the lack of HMG teams that can aid the otherwise weak infantry. Agression therefore is a bloody must. |
The IRHT should be build in conjunction with Wurframen to make the best use of the embarrancely accurate barrage highway of death. It is, however also usedull to a certain degree for monitoring an exposed area without sacrificcing combat strength for this purpose. When the Wurframen has reloaded, the IRHT repositions and find the new target for another barrage. The beauty of this IRHT is the incredible range of the IR searchligt, and the fact that it has literally no defencive measures, it can stay well behind your lines, and yet excellently fulfill it's purpose.
It's not a unit I personally ever build, but I can clearly see its place and the benefits and oportunities it generates. If a player is fond of Wurframen, the IRHT shjould really be built to complement and augment it. |
This doctrine is my personal favourite. I usually get two AG squads before I get one or two HMG squads, depending on my opponent. The AG gives an awesome field presence in the beginning, and using sprint frequently is crusial for success. One thing to note is that their grenade spam is quite potent, and shouldn't be neglected. It costs 40 mun, but a well-placed grenade spam have often wiped entire USF rifle squads for me.
Yes, they are squishy. Yes they are expencive. Yes, they are useless even at medium range. These are things your enemy know about, so they will engage them primarely in med to long range most of the time. send them in the best cover available while you pull up an HMG squad to suppress them, and move in to complete the job.
The rest of the commander, as said earlier by coh2player, quite excellent against USF. One can ofcourse use the commander and ignore the AG completely if one so desires. |
This build by USF player is quite common. If I play as OH, and counter a player with this strat, I go with 2 HMG squads ang 2 gren squads. I micro the MHG's to work with one gren each, unless there are more pressing matters. Eilte infantry doctrine works wonders here, with troop training on at least one of the HMG's, activate incindiary AP rounds, and watch how it tears through that pesky LMG blob. It can also eat light vehicles now. Though you will sacrifice some fuel, thus delaying the much desired Ostwind, it is a much more imediate counter, and an elite HMG team is already set for the late game. Setting up MG bunkers to cover the cutoff and/or fuel point is also a viable counter, as you secure your fuel income for the Ostwind or any other armour, while you can focus on other parts of the map. |