Well thats usually what your partner brings in 2v2
Well Shocks and th KV-1 are quite useful in my experience and in 2v2 you need to have counters to both enemy player's armies so not having a Tiger or a Mortar HT can make quite a difference.
No I don't. I don't like to be limited in my commander choice and this goes both ways, When I see that my enemy picked some stuka/recon commander I wont be able to use the B-4.
It's the same thing with Jagdtiger/ISU which has been discussed to death.
To make myself clear once more. I don't think the B-4 is op per se. I think the precision shot is too strong and it's vet bonusses are over the top. This ability alone can win you the game, which I think is very boring.
On top of that I'm against the whole black and white balance mechanic where you can only counter a unit with one specific, doctrinal hardcounter. This applies to various commanders and abilities from different factions, some of which have been discussed already.
This is something that makes the gamplay boring and onedimensional.
The only reason the B-4 has come to be so prominent is because axis have tanks which are very difficult to counter as allies.. Jadgtiger, King Tiger.. even Tigers themselves.. in a way, the B-4 has become the black-and-white counter to these vehicles.. |
The jacksons a great tank, the issue is it dies to the volks shreck hordes to easily. |
The only off/on map strike that actually destroys the howitzer is the Stuka divebomb. Everything else decrews it at most, which doesn't help you at all because of how cheaply it can be recrewed.
Also this.
The B-4 and the ISU 152 synergize extremely well together, I suggest to use the following strat which works wonders in 2v2 especially on maps like semois, minsk, charkov.
One Player goes t1/sniper/guards into ISU 152 while the other goes t2/shocks into KV-1 B-4.
Make sure that the ISU player does the minig so you can save up muni for your precision strikes.
If you're lucky the OH player will try to counter your snipers with a mortar HT and the ISU-152 will make sure the Walking Stuka can't come close.
Voilà free reign for the B-4.
Yes and there are 3 commanders that have recon/stuka combo... Are you honestly telling me on a 2v2 map you cannot push with your volks super blob and have a stuka creep behind and barrage a B4? Because I have done it many, many times. Moreover; if your playing 2v2 one of you should be OST anyway for counter-play against these kind of strategy's which is exactly what the commander system was made for.
If your still having issues with a single ISU-152 stopping your entire army from making a single counter push in one direction to get your stuka within range of the B4 I think this is a L2P issue. If your still struggling I am more than welcome to play a few OKW games with you and I'm sure we will come up against a B4 and I will show you what to do. |
I don't get it.
When the JT hardcounters vehicles, it's broken and OP (which I agree with), but a B-4 wiping out entire armies in one shot is somehow fine?
If the JT could be killed by a single off map stuka strike, or by firing a walking stuka at it, I would not care about the JT.. you see the problem in your logic? |
I think its fairly obvious the 90% Axis / 10% allies ratio in game is reflected fully in this forum.
As OKW I only need a 5 second gap to get my walking stuka within range of the B4 and its dead.. not to mention off-maps etc which are a complete hard-counter to this unit..
I think its hilarious that the one unit that can provide some help against axis super-heavies is being cried about.. was only a matter of time.
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It's really laughable, the faction with the heaviest tanks and sickest armor gets the fastest repair speed + an HQ with 'free' engineers for repairing.
Dang..
Exactly, it is this synergy that makes the late game too unbalanced and boring. One of the two factors, yes, both together...no. The monster tanks will never go away as they are too "cool", so the easiest to fix is the repair truck.
Finally... |
Really ? Do we play a different game ? What's the usual number of grens squads fielded in a game ? 4 to 5, maybe more. At what point in the game can you realistically reach that 240-300 ammo needed to upgrade them all ? Probably never, or the game is long enough, that the upgrade is no longer giving Wehrmacht the upperhand in every fight (i do agree that it gives grenadiers scaling, but you can't have all your squads upgraded by 10 minutes into the game, or if it happens, then you deserve to win the game, as it requires having BIG ressource income, and the map control coming with it). Hope my point is clear with a bit of explanation (which was obvious to me when i worded it the first time).
Lmao congratulations on voiding all your future comments on this forum |
Both OST & Soviets need forward retreat points.. this is one of the biggest issues in large games/maps. If OKW/US force a retreat of your main force, they can quickly cap up a large chunk of the map and can slowly push you off it.
I don't know why they thought it would be a good idea only giving 2 factions this feature.. #relicthings |
Ostheer tanks, if you do some good damage to them and they retreat, you know you have some time to counter-attack while its out of battle being repaired.
This doesn't apply to OKW.. I think its honestly stupid that units like the King Tiger, which you literally as USF have to suicide units to damage can just be repaired to full within 30 seconds.. |
it 100% needs a re-design. T34/85 needs to be non-doctrinal.. this is the main issue with soviets. If you don't pick an ISU/IS2/T34/85 doctrine you've lost the late game by default since SU85's & T34/76's are just lol kills for panther, king tiger, tiger hordes...
Infantry also needs a MASSIVE re-work.. conscripts by mid game start to become useless completely. The second Obersoldatan/Grens with MG34's come out they may aswell just be deleted since they will just be free vet for them.
Penals are wierd, again they become useless at mid/late game and I don't really know what their purpose was to begin with.
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