Assault Engineer Rush Gameplay
*Should have went with frags first. I make a few mistake but it's my first game of the day and I wanted to show how being aggressive can work.
20:35 Watch demo charge on North Eastern most VP flag. Rips his troops apart. Oddly you will notice at this moment. He has mine sweepers that detect it, but they DO NOT auto-fire on it. While watching the playback from OKW perspective, he DOES NOT receive a warning. Meaning you have to not only HAVE a mine sweeper, but SEE the charge and get away from it/diffuse it.
In this playback I realize that the K.Wagon didn't warrant the purchase of bazookas in this case I expected there to be a more vehicle heavy opponent upon detecting it. I also noticed that along with getting grenades first, smoke will render the K.Wagon useless for minimal munitions. I would have also put 2 bazookas in each rifle team as Tank Busters and left assault engineers with their 4x M3 sub machine guns to counter Sturm Pios.
There is a point where I group at the fenced area around my ambulance. I tried to stand my ground behind some boxes. This was a massive mistake at this part but someone was knocking at my door and I was distracted =P. It shows though, why grouping your entire force is bad. You see too many units trying to cram behind almost zero cover. Leaving units out in the open, and together in a giant mass, your enemies sub machine guns can't miss. I am torn to shreds and have to retreat. The ability to throw frags would have changed that outcome severely, so would those missing SMG's on my engineers.
Sturm pios are my favorite to kill.
First off, as stated before. Never blob unless your finishing a push of your opponent. You ever seen how a "net" works? Ok, if MGs are giving you trouble your not using your rifles right. Keep them SPREAD OUT. They should have their lines of sight touching. Allowing you to see more of the map and not allowing yourself to be "trapped." When you make contact you have 3 real choices.
1) Take cover and hold till reinforcements arrive.
2) Fall back and regroup.
3) Attack aggressively and try to eliminate the threat as fast as possible forcing a retreat.
MGs just need a smoke grenade and swarm them. A KT is somewhere around 260 Fuel. If your fuel income is equal you should have on the field by then an AT gun and a tank or two. That's 4 bazookas, 6 with the Captain brought forward. An AT gun. 1-2 Tanks/Tank destroyers. AT grenades. Smoke and frags. If your opponent has been holding enough fuel to build a KT and you have none, you have lost already.
Sturm pioneers are dangerous yes but a beautiful counter I've found is when the game starts. This works best if you know you will encounter them. F1 -> R to queue up Rifleman. Select Armored Company. As your rifleman are finishing, just before/after. Order in an assault engineer. They should come within seconds of each other. Group them together and go hunting while waiting for manpower to order your 2nd rifle team. Assault engineers are amazing troops. Perfect counters to Sturm Pios. Rifleman in cover in MEDIUM RANGE push the Sturm Pios from a different angle with your assault engineers, negating their cover and once you feel close enough hit S and watch them rip the Sturms apart. You will likely lose 1 Assault Engineer in this conflict. (single soldier, leaving you 3/4 not 1 entire squad. This will only happen if they micro the Sturms to focus your engineers.
The beauty behind this counter is you are fielding 2 powerful units SIMULTANEOUSLY. Using this and pushing on that Sturm on the beginning in this manner will allow you to damage the enemy till he retreats. You can then spread out and take 2 points from him. If he tries to attack with another squad, fend them off by using cover it's still a 2v1 for him. Now your 3rd rifle is on the way and your Rear Echelon has been securing your supply lines in the rear of your lines. You can now get 2 things. An ambulance, or a 2nd assault engineer squad. I prefer the 2nd assault engineer squad in most cases because I like the power of 2 short range and 2 long - med range units. Remember, buy counters as you need them. MGs start supporting the sturms, grenades. Light vehicles start rolling in, bazookas.
Assault engineers are the "bomb" =D.
For a hefty 90 munitions you can eliminate an entire enemy squad. Or for 95-100 Munitions a very power Anti Tank/Vehicle trap. When you capture a fuel point. Check your munitions constantly. Once you have the appropriate resources set your team to spread out around the fuel point and a single assault engineer to place a demolitions charge on the point where the enemy should approach from. Cap and retreat. When he tries to take it back, detonate the charge and turn his squad into McDonalds cheeseburgers. Boom 90 munitions for 320 manpower. All the while your off capping other points leaving him in disarray as to where his sturms went.
You can also use these in combination with rifles to smoke a machine gun nest at the enemy base and setting a demolition charge on it and with a controlled retreat through the smoke you are now in position to make a great raid on his base. Assemble your forces and once a conflict has been fought, quickly bring up your ambulance to reinforce and heal your troops. Push into the base detonating your charge on the way in. This will force your opponent to withdraw all his forces to defend his base from the bazookas now threatening to back tech him. This technique can be used with rifles and paratroopers as well.
Another technique with the demo charges is to set one outside of the enemy base in a major vehicle route and set it with (I prefer 2.) light vehicle mines in an echelon left/ right through the road here is an example.
|\ | | /|
|D| |D|
| \| |/ |
D= Demo Charge
/ = Light Vehicle mines
Producing a massive anti tank charge, destroying all but the heaviest tanks outright. 95-100 munitions to cancel a 300+ manpower and 90+ fuel. Wonderful. Particularly since infantry won't set it off. Harass the KT with bazookas and use one squad to bait the Tanks over the charges into an awaiting AT gun. No more KT. 260 fuel 720 manpower is now smoldering in the street. I'm looking at a squad DPS chart right now. Assault engineers will only lose to Sturm Pios between ranges 7-11. This means near point blank range, (5 feet away and less, so when you rush cover.) as well as just beyond medium range, (12 or more, when you are holding in cover distracting for a flanking squad.) Assault Engineers will win. This backs up my statement earlier of losing one engineer soldier per rush on Sturms which occurs when you hit the threshold where Sturms do more damage. As you break that you will take the loss of one man but will take at least one of his with combined rifles and assaulting engineers, you might get a few more as he mashes the T button.
Also I read Stukas. Stukas make a very distinct sound which can be heard from all over the battlefield, like all artillery. The beauty behind the Stuka is it's predictability. It fires in a path, like a bombing run. Strafing your infantry left / right is preferable. Be careful if you decide to split your troops both ways. This will divide your forces reducing temporarily your force multiplication. Force multiplication being, you have now split your troops to dodge a Stuka. Your opponents waiting Panzer IV may have feared your 4 bazookas shooting him and the inevitable AT grenade that would soon follow to disable him. But 2 bazookas isn't nearly as risky, allowing him to initiate a push. Causing casualties and keeping your infantry on a controlled retreat. I like to let him feel brave and chase my infantry while my other squads close in from the rear, one set with AT grenade ready. Turning my retreating troops to assist in hopefully disabling the beast.