the stats are a copy of the ostheer mortar
I meant in terms of usage but it seems a bit much considering how good OST mortar is. Does anyone know if there is ANY difference? |
Another combo is Kubel spotting for HMG34 on some flank. Once it suppresses a squad the kubel can keep them there for a decent amount of time and the greater LoS helps aid the HMG34 quite a bit. |
I absolutely love the USF mortar due to it being quite different from the other mortars in terms of constantly positioning close behind your line, firing, repositioning, repeat. However the scatter seems to a bit much even from afar and replacing the Vet 1 ability with WP rounds would allow for more tactical opportunities. Should keep the smoke barrage instead of WP replacing. (Thus a smoke and WP barrage)
Also it seems to fit USF well considering the fast RoF and quick de-setup time. |
Fighting against and with Scott and it seems to be a good spot. I've never felt the Scott was wiping things left and right but more along consistent damage over time during engagements. Given it is in the MJR tier and its cost, it's in a fine spot. The HP buff is welcomed but is it possible to make it two shotted by enemy medium tanks and still not get one shotted by enemy paks and such? As any respectable USF player can reasonably escape with his Scotts from enemy vehicles with mine coverage, bazooka's and AT nade, or smoke. |
It does given the lack of mobility and it serves as a punisher for overly aggressive tank play. |
Like most of the changes presented. Odd of this talk of OKW suddenly being vulnerable to light vehicles considering they'll get the Panzerfaust (same as OST) while also have a cloaked AT gun that can spring ambushes on light vehicles. (most of those requiring only two hits to destroy). A engine damage and Raket will solve any light vehicle issue if used wisely.
Mine could be changed for one model kill with the rest taking the normal damage.
Core Infantry/Small Team Weapon Spawn Points
A very odd choice and rather unnecessary to be honest. |
Quite a intense match playing through with both forces colliding on both sides. Some smart play by the Germans to double one side while a USF commander is slow to react (myself) to reinforce the wavering flank. Paratroopers, huge throw plays, and .50cals saving one USF player arse time and time again leads to a enjoyable match. (Aside from those darn bounces) Calliope alongside Jackson's make a daunting prospect for the OKW with the USF having to compete with grizzly, battle hardened troops sent from the Eastern Front. (i.e. Obers and Panther)
Excellent usage of the .50cal is what really carried the day as the quick setup time alongside scouting with Paratroopers and Rifles really cut down the bleed facing off against OKW while also allowing my own men to close in with close range weaponry to cut them down. Not sure why people think a .50cal is mediocre when it is one of the most powerful mgs. Also quite a nuisance to take out once with sprint and quicker de-setup time. Use the .50cal wisely and it will do well against Germans of both variants. |
Since my response was more or less similar to Sturmpanther, be pointless to repeat as he gave good advice. May you earn glory on the battlefield. |
I'll also give it a whirl. |
Very beginning of the game you did well on avoiding losing engagements such as the Sturmpioneers. However, using trenches on fuel points and other such important locations will really make you hard to shift as staying behind heavy cover is good until they rush your position and nullify it with overwhelming numbers. Garrison cover always provide bonuses no matter where the shots are coming from. Your Vickers placement was odd in the North VP. Vickers (and other HMGs in general) are used most effectively in locking down an area as much as possible or valuable points (such as the building overlooking OKW fuel) to deny or protect it. If a enemy has most of the map this means he is spread out and you can focus one part of the map and push.
What really hurt was OKW locked down most of the map for couple minutes which allowed him to get out mass of vehicles. (Though Stuka was odd along with Puma.) A rule of thumb is reserve weapon upgrades and grenades until you get your first cromwell out to use as a shock unit to push off the enemy. A good idea is when you unlock the Heavy Artillery barrage is concentrate on that Flak HQ as the barrage WILL bring it down to at least below 40% HP which leaves it very vulnerable to a cromwell raid. One thing is to deny the fuel if you can as even when you controlled most of the map as they fuel, even as small as it was, helps.
A base attack when OKW attacks with Cromwell's would've really been nasty as few players expect it and fewer carry it out. I can't count how many times I attacked a base in 1s and won the game due knocking out backfield units and medical buildings or units.
Anvil combines nicely with Crocodile to keep up pressure but Hammer is better with a fleet of Cromwell's (or a war speed Crocodile haha) A IS with pyrotechnics or sniper WILL help you spot that sturmtiger mitigating damage and always relocate a AT gun if a Sturm stops to aim. (Rapid Maneuvers is very noice.)
Cromwell's usage was a bit aggressive at times and when they got destroyed really hurt.
Really you got wore down over the match as he built a stuka and sturm which kept wiping units. Taking out that Flak HQ would've really helped and VP tick drain is very important to quickly end the match to deny OKW late game power.
Hope this helps and may you earn glory on the battlefield! |