The Soviet sniper teams issue is the context of T1 not really providing very much utility. Move the ATG to the HQ with an unlock with either structure and I suspect we would see the amount of T1 openings skyrocket (also attached is the M3, but... w.e) |
Sounds like a hectic time. If you're ready, our lesson could start then, no problem. |
huh, no kiddin'. |
I'm in the process of reaching out to those more knowledgeable than I
In the interim, give this a perusal, regarding HQ placement. I think you understand most of the precepts, but it's still a good refresher and provides some tips about shot blockers and retreat patterns which I think could help. Do; however, take the context of the spacing tips into account: the Air Supremacy and Flame Building Support abilities didn't exist at time of publishing and I would allow a larger degree of spacing between my HQ's.
http://www.coh2.org/guides/34730/tip-of-the-week-9--okw-truck-placement |
Give us a replay please mate. There's not much we can do with an anecdote.
Only thing I would suggest from the outset is be smart with your veto's and choose wide maps that let you out cap them: La Gleize, Langres, Arnhem. Defend your cutoff with vigor, but focus on the flanks. The UKF aren't very mobile, and if you can force slow engagements where they aren't taking ground, ie, time wasting and hemorrhaging, or divide their forces by focusing on the flanks, or a combination of both. You'll be successful.
As well, focus on the Infantry Sections, even dropping a squad member is going to be a net victory in the manpower war. |
Use stop commands? What do you mean by that?
I believe getting in range and issuing a stop order. From there, any unit will auto-attack. Sounds as though there's a strange situation where issuing an attack order on a garrison will target the structure they're in, instead of the squad itself. |
Yeah, that would work fine. Thanks for letting me know. In case you don't receive my steam message, RaidCall got an update which broke the program. Stick to the old client if possible.
Also, in lieu of our replay situation, I'm going to see if I can put together a bit of a film to illustrate the points we worked on last session. |
stop me if i'm wrong, but especially with mark target, i think the 34/85 is pound for pound in regards to firepower, maneuverability, and survivability one of the best medium tanks in the game. i would however mention based on my anecdotal experience, it only seems marginally more effective than a PzV against soft targets. |
regarding accuracy, it's like the pzwerfer, risk reward, if you can actually consider it that, and control over rng. i wish more units were designed like this. it's not too too difficult, to issue a shift+click chain of move order, incendiary round, reverse. |
Just make it another mortar, is it that difficult?
That isn't their role, and imo, one of the issues with these ridiculous things is that you can place one behind 40 shot blockers or next to an emplacement/other defensive position, schewerer whatever, and have it rain death with negligible risk. Mortars don't muddle around with the dynamics of the factions that they are attached to. |