It's extremely hard to flank axis tanks from behind with Jacksons, considering they're very fragile, have no smoke, can't fight infantry and face weapons like panzershreks and paks as well as the tanks in question. |
Most of the time I use to play Rifles with 2 BARs in Close Quarter Combat, that's what the weapon is made for.
But it is stil veryeffective onto mid range, atleast remember it is not a real long range weapon like the Browning 1919.
The Bazooka is kind of useless vs everything higher than a medium tank. I wont say it deals no damage, but most of the time the shoots will bounce of his armor. Instead tech onto T3 (Captain) and get some AT guns. Combined with their abilities they are a serious matter for any heavy
OR make the casual build with Mayor and get a Jackson, but through the point you don't want to play the regular T2 - T4 I would recommend the AT gun
Better save the ammo for commander abilities or the BAR upgrades. There ist a combination of 1919ers and BARs pretty effective
Do you have any replays or examples of effective 57mm use? They seem pretty much worthless against heavy tanks, I'd rather have the zooks.
Tbf zooks won't work against heavy tanks either of course. |
Hell you can even shoot/grenade obers like regular infantry if they're close enough, not that it'll necessarily be cost effective. |
They still have to walk into medium range though, compared to mg34 blobs sniping your squads you have room to kill them. |
I think IR STGs are a downgrade from the mg34. Handle them like sturmpioneers on steroids, LMGs should be good but para thompsons will lit them up.
In general the counter to obers is motor carriage, pack howitzers and tanks though. Anything that explodes. |
Coolio, thanks for the responses. |
Some kind of forum error. Original post went something like this:
Could someone go over the finer points of double RE builds? I know you can zook them up later to get some mobile AT but since that comes pretty late what about before then. |
Although I'm experimenting now, the usual USF build before this patch was just whatever amount of riflemen/REs/caches you felt comfortable with --> Fast T2, m20 or AAHT --> Fast T4 Sherman/Jackson. Sprinkle in an MG/pathfinder/atgun and replace any troops you lose/add troops to about 4 squads with paras.
It depends on what you're facing. If you're facing 6 MGs maybe you need smoke grenades. At least one USF player on each team needs to get a medic truck. Standard build for me would be to not get it before t2, but I've seen that work in team games too so.
Anyway last patch I always went paratrooper and I always tried to get as few riflemen and as many paras as possible. Now that paratroopers share the worst vet in the game with riflemen I'm trying to diversify (though I don't own any commanders, so not easy).
I'm not much of an authority on soviet builds. Personally I'd go 3 maxims, 1 conscript and a field gun into t4 (shocktroopers would fit nicely here), or penal legions with a sniper into whatever felt right. But I only played Soviet back before the expansion, and had a big lull of not playing at all before that so...
I wouldn't trust the conscript ppsh spam I used back in the day at all in OKW team games. I put high value on SU76s though, and a SU85 can probably support a sherman real good though I haven't really seen that. |
For 2v2 USF you could always look at Romeo replays.
Me and my mates had the same issues (not that we have an easy time now) at the start with playing USF vs OKW. The matchup is really lopsided, you need to push aggressively through the early game. If the map is 70 - 30 in your favor the match is actually going 50/50.
One thing of note is that for you to kill certain units like KTs or Elephants you need a huge advantage in armor, so really try to not lose your tanks. You're gonna need them grouped, and you're gonna have to keep the panzer numbers down otherwise they'll just roll over you with their insane armor. Remember USF AT guns are crap this patch* (because of a bug they get no cover) so if you get behind you're utterly screwed.
Wehr is completely different and not at all as difficult. You'll actually win infantry vs infantry battles there even lategame so you don't need overwhelming force. Standard tactic for the germans is still to hold 30-40% of the map and fuel point/fuel drop/opel truck everything and spam tigers. Regular tigers aren't that bad as long as you outnumber them at least 2 - 1 with Jacksons/shermans, preferably 3 - 1. Remember you haven't won at all even if the enemy is only holding a few points, get your armor groups to massive size ASAP. Remember this also applies to you having a massive armor army, remember that his infantry can effectively combat your armor so even if you feel ahead with 5 tanks you can lose it very quickly vs 1 panther and some schreks. Don't let them come back.
*As in shittier than usual, they're not that great at stopping an armor push in general anyway. Use them to even out slug matches. At an armor charge they're liable to miss all their shots before the tanks are behind you, or deal pitiful damage even to P4s. My mate has had some success in getting 4 bazookas to keep around for armor shocks, but don't expect them to even glimpse the glorious defense panzershrecks grant the axis. If you can grab a schrek don't forget to laugh uncontrollably as you now possess the power of greyskull. Guard that squad and destroy everything. |
OKW is winning from the first fight onward. Nothing you haven't seen a million times before. |