"Effective against all targets and heavily armoured".
I tried to play with it for fun and this description is faaaaaaaarrr from the truth. this thing can be useful against blob if supported. That s basically it. If it was only the attack that was shitty but the armor ok, it would be a fair deal, but i am shocked to see how fast this thing dies.
Does anyone know how to make a use of this stuff ? |
Very good idea specially the T34 Transport stuff, but maybe it schould be a commander ability. such an ability in stock Units would make the soviet too mobile and make all mg useless. |
I think that even the Su76 is better than the Pack howitzer. |
Hi,
did anyone got a bug on the "massed panzer attack" or whatever Mission ? I lose the campaign evrytime because the Ostwind avoid all the Shells. Just the Ostwinds. |
I heard there will be the "space marines relieve infantry" for ostheer and the "SU 76 Lasgun" upgrade for Soviet. |
Molotovs, design wise, are just simply bullshit.
I mean why do we need to have a spammable, core infantry unit like conscripts, have a total RNG grenade? Sometimes the molotovs does amazing and triple flame crits squads, eveporates MGs and is amazing. Sometimes units sit in the flames for 5+ seconds and take no damage.
They just need to deal fast, and more consistent damage.
I actually like Coh because of the RNG. I find Starcraft 2 pretty boring. and the gren Nade is not 100% reliable as well. |
Do you use them ? Like them ?
I personnaly like to use them, i feel that even if they are easy to dodge, the enemy units have to go out of cover and it can be decisive for an infantry fight.
Sometimes i also like to use them to create a wall of flame to prevent AssPio and AssGren to close the distance |
Since the planes can crash anywhere, theyan kill enemy units as well. So what is the Problem ? I find it even more funny. Random shit exploding evrywhere on the battlefield it s like war on top of a volcano |
Heavy mortars dont take out OKW trucks as easilly as described above
they don t take them out fast. But you don´t bleed MP by attacking them and a constant shelling schould normally prevent any repair.
So I think it´s a pretty safe way to remove an OKW Truck.
I have to try with maxims and Zis though, maybe it´s working better. |
Well, this thread has no USF strats yet, so i'll toss in one I have been messing with a lot recently.
This is a mechanized company build that has worked very well in 2vs2.
Last Edited 3/09/2015 @ 4:41 PM PST
The idea of this build is to take advantage of the refit option in mechanized, and use it to keep constant pressure on your enemies. This build is most effective against double OKW, but has merits vs. mixed ostheer and double ostheer.
Early Game:
Rifle
Rifle
WC-51
Rifle
The idea of the early game start is to take advantage of your mobility to overwhelm your enemy, and use the WC-51's mobility on large maps to flank and cut off the enemy. If you see volks in green cover, use 2 rifles to engage from range, while your WC51 flanks to the side and drops off your third squad to deal heavy damage to the flanked position. The WC51 hardcounters the kubelwagon and gives very good supplemental damage vs. sturmpioneers. Remember that it doesn't have very good armor or HP, so you must always be paying attention to it.
If you find a lul in the action, take your WC-51 deep and try to find your opponents truck building. If you destroy it, you will have more or less won the game.
Mid game:
LT
M20 (if large map)
AA HT
BARS
Major
Next, you must take advantage of your early game fuel presence to push even deeper into enemy territory and secure your rear. Refit your Jeep as soon as you either see a raketen or as soon as your LT comes out.
On maps such as Vaux Farmland and Minsk Pocket, build and use an M20 (without skirts, they will be a waste of money) to lay 1-2 AT mines on roads and flanking positions. As soon as you are done with the mines, replace the M20 crew with your RE squad, and refit the M20 to return your MP and fuel.
Rush out the AA HT, and use it to supplement your riflemen as an effective field force. Move your riflemen out in front of your AA HT and push back the enemy with the combination of suppression from the HT and CQC damage from your rifle squads. Upgrade bars after your AA HT, and equip your rifle squads with one each, then 2 each (don't forget your LT). Build a Major.
Build Fuel caches as soon as you start floating MP from taking reduced losses.
Late Game:
Sherman
Sherman
Jackson
Sherman
Sherman
...
Typically, your late game will depend on what you prefer as your USF lategame armor composition. I prefer a sherman-heavy build with 1 jackson as support. Use the AA HT until you are about 40 fuel away from a sherman. Replace the crew inside with an RE squad, and refit it. As soon as the sherman enters the battlefield, replace the sherman crew with your AA HT crew.
Use the HE rounds on the sherman to support your infantry as they push into enemy territory. Late game should rely on your armor to win battles and wipe as many squads as possible while your Jackson punishes the tiger that will come out at 11CP.
You should have at least 1 sherman + 1 Jackson by the time the Tiger arrives. Use AP round shermans and flank the tiger if he overextends. Try baiting him over your defensive mines if you have any.
Remember, if you lose your jackson when you don't have enough fuel for another, use withdraw and refit on your most damaged sherman (with your worst crew) to quickly fund the production of another jackson. Crew the new jackson with you best sherman crew so that you have access to AP rounds.
Crews are important, if you have a highly vetted sherman crippled during an assault, get the crew out and get them away from the frontlines so that they can boost the vet of one of your other vehicles. Finish the crippled vehicle with your jackson, or just secure it and bring the crew back up after winning the battle.
One last tip, if you find yourself floating fuel late game, consider teching to a captain to use the supervise function in order to pump out as many tanks as you can. You may find it useful to take him into combat and get him to lose most of his models so that he doesnt become a drain on your popcap.
Doctrine:
The strategy I have outlined makes use of the first two abilities, and has the other 3 as supplemental options.
Use the recon overflight to sscout out enemy positions prior to your main push.
Use the mechanized arty + 2-3 rounds from a sherman to destroy the OKW base buildings.
The M3 halftrack can be useful for the ass-engie mines and demos. Remember that getting the M3 is going to slow down your teching and your building of fuel caches. If you decide to get one, you may want to refit it quickly after 1-2 pushs with it as a soft retreat point. I would recommend getting it late game, disembarking the ass engies, and refitting it immediatly. It won't be efficient, but it may be life saving.
Support
The best support for this doctrine would be a soviet player who goes for a con heavy start into t2+t3 and a t34 into callins. The T34 will be useful in supplementing your own armor (and ram will punish any overextended panthers/tigers), as well as keeping the pressure on the enemy
nice strat. I am still trying to find a way to use the m10 wolverine and his commander, do you have one with him ? |