I hope this is sold through Steam. The chance of me trying it and requesting a refund are pretty good. I tried Blitzkrieg 3 and ended up getting a refund.
We're 20 years past Total Annihilation's release and RTS's haven't gotten any better, other than better looking graphics.
So every allied winrate got pushed by good players? Damn it, axis is indeed way too stronk!
I realize you're just trolling, but I'll point out something that should have been obvious to you. DevM and Luvnest were 13-0 as USF. All players not named DevM or Luvnest were 7-15 (32%). Those two players took USF from the worst win rate to the best.
So according to these empirical data, they are the most played faction and yet the weakest one. And there are more nerfs coming too, the removal of the addition vet levels, nerfing their heavies into uselesness etc.
SU's Tier 1 is one reason, USF zook spam and arty is another. Brit's tommies and ultra-fast teching is another major contributing factor. How do we fix this? Should relic nerf those OP things or buff OKW?
The data doesn't say that at all. If you considered this an experiment, there would be three test factors (faction, player, and map). Win/loss is nominal data so you can't do an actual statistical analysis on it, but even if you were able to change it to something that you could, the strongest effect would be player followed by map. Hans made UKF look ok, VonIvan did the same for Soviet, DevM and Luvnest both did the same for USF. DevM, Luvnest, VonIvan and Hans are OP, and make whatever they're playing look OP.
Playercard means many things, but being able to describe an entire player is something they do not do in full detail. I play OKW mainly because I find them enjoyable and therefore I play them the most. High armor means absolutely nothing if your opponet gets lucky and his tanks decide to penetrate. As opposed to lower costing tanks whose effectiveness is fixed.
Yes but since they don't, the higher allied pen makes their tanks more cost effective since they're also cheaper in addition to being more effective pen wise. At least for the sherman and T34/76. The cromwell is more or less meh now since its nerfs.
Um, most Axis tanks have a lot higher armor which makes the Allied tanks much less cost effective. Sure, most Allied tanks are a little cheaper but that is getting excited over a buy-thirty-get-one-free sale.
If you really thought that Allied tanks were so great, you'd actually be playing them. All of your USF rankings are on hold. You've barely any USF games anyway, as opposed to many hundreds of OKW games.
Can somebody give me the stats comparison between the ostheer mortar and the usf mortar?
I get wiped a lot (almost full health squads with 3 men) by the usf mortar and it's either my rng being shit against every single usf player or their is something i'm missing.
Would be nice if i see the stats so i can figure out a way of how to dodge/ignore the usf mortar gameplay
The USF mortar now fires from closer range so the effective scatter is probably less. It's mostly dangerous when squads are bunched up (like due to leaving a building). I haven't lost a full squad to it but have lost 3 models multiple times.
Special Weapons Regiment is by far the best commander for breaking up OKW Sim Cities IMO - the Concentrated Artillery off-map can comes close to taking off 80% of Flak HQ HP with favorable RNG and after that its just a simple matter of following up with an AT Gun or Tank. Best part is that Croc follow-up means you can hard counter Rakens while OKW is unable to build armor.
One thing to keep in mind is that most maps have a typical truck placement location - if you're proactive about poking that area periodically you can preemptively disrupt Sim City creation in the first place.
Does the first hit of Concentrated Arty hit in the exact spot where it is targeted (like Railway)?
Early game wasn't bad, you end up with superior map control. But then, around minutes 7-9, you start sending squads alone into enemy territory against superior numbers and being forced back. At this point in the game, your mortar pit > his ISG. If you had pushed with your whole army (including your vickers) I think you could have handled his forces easily, especially considering he'd invested in an early raketen.
The mortar pit also goes down because you don't keep it alive. A second engie squad would have made that much easier, and you had the MP for it.
When the centaur comes out he has 1 shrek and one raketen (not that you can know that, which is why you should be peeking into enemy territory with your infantry more). It's a strong shock unit, and the AT he had could not have killed the centaur. This was your chance to push him off the fuel.
Your lack of a second engineer costs you precious centaur up time at around 16 min (you do eventually make another).
Another thing to consider is that you could have ignored his hard point and attacked his base from the south.
At 24 min in, you could have manueered the firefly out of the arc of the pak 43 and killed the bunker much quicker. Instead you have to waste a land matress barrage on it.
A lot of that is minor stuff. The main takeaways here should be:
Push harder when you have an advantage or a shock unit.
Scout more.
Take more care of your mortar pit/get a second engie squad.
1 mortar pit beats 1 ISG basically every time. With better barrage micro and more agression you could have decrewed his weapons teams, drove in with the bren, and won the game before 20 min. I would have remade a mortar pit once I realized he wasn't going to build a second ISG.
As a final note, I would have 3 tommies at all times, personally. If you don't at least have 2 tommies and 2 engies at all times; any less infantry than that and you're very limited in terms of battlefield options.
Thanks for looking at this. I've had several games like this as UKF where it starts okay, at least in terms of map control, and then slips away. I did watch one of Hans' games today and saw that he normally has 3 tommies and 2-3 engineers. I'll try more infantry and see how it goes.
Is the coordinated barrage from the sniper any good on emplacements?
Also, do you ever tech to Comets? In the one game I saw of Hans, he just did Cromwells but I don't know if that is just situational.
This game started okay, but as the OKW player built his sim city I couldn't figure out what to do.
Some questions:
Does the arty that the sniper can call in work okay against buildings/bunkers?
If I added Royal Artillery, would the Sexton work okay against buildings? I've tried it a few times against infantry and it was really bad.
Is there a particular commander that people have in their loadout for dealing with these situations?