gg |
gg |
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Haven't seen pioneer strat like that since Tobis. Also shows why I strongly suggest going LT against OST than CPT. gg |
Interesting brit play with lots of usage from his doctrine and good commando play. Germany fought back with his elite panzer forces to take it back. Gg wp |
Falls are a glass cannon which while frustrating when they do get wiped or quickly being shredded they do great as supporting elite infantry. Staying behind Volksgrenadiers screens, ambushing, flanking, etc. basically they have to be used in a manner that is in a combined arms approach. doesn't mean they can solo certain units but that is wasteful given how much they cost to reinforce and the fact they are a squad that relies on squad members to deal damage with. |
I'd actually wouldn't recommend M20 anymore due to it's lack of power compared to the AA halftrack. Not to mention it being a munition sink.
AA half track hard counters OST heavy T1 and can deal with 2 Scout cars with the right support. Use Rifles and LT to flank HMGs and deal with AT guns and you're golden. |
US Mortar It's fine and does it's job as a cheap counter to garrisons and smoke dispensing with a side of light fire support.
M8 Scott Doesn't do well in clearing out AT walls unlike rocket artillery but it does provide constant AI fire support and clearing out HMGs. Only issue is that USF isn't lacking in AI firepower and in ones I rather have a Sherman that can deal with tanks to boot while still having being able to dispense smoke (granted at a munitions cost but a small price to be able to deal with tanks). A good but misguided unit that doesn't due job it's meant but at least provides free smoke barrages and constant AI pressure.
Major Artillery Hahahah..wait you serious? Okay then it's a pointless artillery barrage. Doesn't do much damage nor comes down fast so utterly fails in the aspect of trying to make up for USF rocket artillery non-doctrinal wise. Now it can be decent at forcing someone to move their HMGs squads or AT guns but that's hard to justify for the price especially given how munition hungry mid to late game USF is. Doesn't mean that the unit itself is bad as anyone whose seen my USF replays I keep him around for recon support (which is absolutely needed to find and exploit a weaknesses in the enemy line), sometimes FRP, and a fast capping squad.
I would recommend making Major Artillery it like IR path finders artillery. Comes down fast and does good damage would make it perfect for clearing out AT walls which USF currently doesn't have a unit suited to such a job. (Calliope is pretty worthless in 1's and is quite awful with all the nerfs) IR pathfinders still have use as a actual combat unit that provides excellent line of sight.
Pack Howitzer Too expensive and barrages are quite awful unless you're close which makes it vulnerable to being pushed and taken out which is quite easy with the need to have three crewmen. It can be "decent" when it has WP rounds unlocked to blunt a assault which is good but outside of that it's not worth the cost compared to getting a USF mortar. Only thing I can think that'd help it is making the barrages cooldown much lower but making them more accurate and auto fire almost pointless. |
Dave v Tobis
Game 1
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VS
Dave
Tobis
Game 2
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VS
Tobis
Dave
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gg |