Can anyone clarify a little bit about S-mines for me? Specifically, I'm wondering what the mine spread is when the engis only finish 1/4 of the locations. Also how is the muni cost split on that?
Playing against, it still seems that some mines get spread across the whole square rather than just the quarter that the engis finished |
If you only use retreat/reinforce currently, I would try to add the new ones in a few at a time. Grenades and Pfausts are the next thing you should add. These are two of the most time-sensitive abilities in the game and getting them off on time is the difference between disabling vehicles and wiping squads and wasted munitions.
Also know that pressing "S" on standard config will stop an in-progress animation. Use this to cancel a molotov or grenade throw when your opponent starts to move their squad after they see the wind-up animation. |
The Flak HT does have (a very small) minimum range. If you went T1 with Soviet, you can actually drive the M3 up right next to it and it can't directly target the vehicle. I think if they attack ground the splash damage might still be a problem.
It's a risky tactic, and you'll usually lose your scout car over it, but it might force the flak HT to move, giving you a chance to kill it. Blocking the reverse path of the Flak HT means that the only escape route is forward. Hoorah! plus AT nades should finish it off then. |
@MajorBloodnok I saw the thread you referenced after I made my original post, which was a reply to the thread title.
I think it's a forum bug too. I thought someone posted a thread title without body to the post, so I responded, hoping to get some further clarification on the questions he/she had. |
Good players know how to abuse the set up while moving bug. Pair that with some doctrinal smoke, and this unit is quite hard to kill.
If you don't deal with the Flak HT quickly, you tend to lose map control. After you lose map control, flanking options get more and more limited.
And while Jesulin's example does show how to bait and coordinate.. I gotta ask: WTF did Luvnest think was going to happen? He drove it blind around the corner of the house into conscript grenade range. No screening infantry. Nothing. He had to know that other infantry was nearby because the VP was decapped. If he had put the FHT in front of the Command truck and waited for volks, he would've been fine.
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So, I might have made that mistake, I'm not sure. But on the forum thread page, the Thread Author is listed as Maist (not me). Would that still happen if I clicked New Topic instead of New Reply? |
Clarify?
I answered the thread topic. OP apparently didn't make an actual post, just a topic line. |
I don't have Elite Troops, so I'm wondering: What is the cost for vetting troops to the Ostheer? |
What maps? What mode(s)? And are you talking about Ostheer engineers or OKW Sturmpioneers? Giving a little more detail will help people to answer your questions better.
In 1v1s vs Ostheer, you have a few options.
1. Build 4 conscripts as normal and don't let the engis get close. Always give ground unless they are down to 2 models or really low health. As soon as they stop to cap turn around and attack them again. Using Oorah! can help you keep your distance.
2. Build T1 to get the Scout Car. Since engineers don't have access to panzerfausts, they will only do minimal damage to the vehicle. Put a Penal squad with a flamethrower in the car for optimal results.
3. Once you hit 2CP get some doctrinal Shock Troopers. Engineers will be completely worthless unless they have a flamethrower.
The only map I've ever had a problem with the engineer spam strat is on Stalingrad. It's all close quarters fighting and flamethrowers can be really strong.
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I like the idea of the optional PTRS or DP upgrade. The PTRS needs a special ability to go with it though. I'm thinking like a Target Engine ability that would be similar in effect to the cons' AT grenade, except from a long range.
This would give the PTRS a chance to shine while light vehicles are on the field. It's a more permanent ability than button (it actually critically damages a vehicle) but it actually relies on penetration, so it won't work against the front armor of a Tiger.
Meanwhile, the DP can be chosen for the anti-infantry role. No models are wasted with a PTRS when you don't want it, and the button ability still works as normal. |