Any suggestions for a build (+commander) surrounding an early Centaur?
I am guessing it will involve Sappers with Piats for AT and repairs. Looking for any inspiration . |
No, I didn't build any AT because AEC can do it well untill PanzerIV come out but rush to comet or firefly for anti enemy tank. never build cromwell cuz they badly than PzIV
with commandos I use 1 bren on ALO because Stengun are best high accuracy high damage output and commandos can stealth but ALO can't stealth. 2 commandos can wipe enemy unit in 2sec before they know what wrong happen.
Vanguard Operations is a frontline commander not a defensive like Advanced emplacement try to rush and beat them in early-mid game. I think rush best tank like Comet is better than waste resource for weak tank like cromwell
Okay that makes sense. Why only 1 Bren on ALO and not 2? |
Commandos from Vanguard Operations is my main (if I play UKF)
0 - IS
1 - IS > 2 IS make you can save unit from gapcloser like strum
2 - Bren or Vickers > bren make you have more firepower for take VP
3 - Vickers or Bren > Vickers for hold VP
4 - IS > 3rd IS for more defensive firepower
5 - 2 AEC > with Raid Operations make you have more capture points
6 - engineer > for repair AEC
7 - ALO and Weapon racks
8 - 2 Commandos > if you good for stealth tactics you can wipe enemy units in a few sec
9 - Rush 1 Comet
10 - Flyfire for more firepower and cover Comet
In late game your commandos should have Vet3 and unstoppable if you need more anti-infantry unit just call crocodile
I like the idea with 2 AEC for capping and holding out until the Comet. Do you get AT guns? Do you only outfit your ALO with Brens or also regular Commandos? What about Cromwells?
How do you deal with heavy mortar use or ISGs next to a Flak HQ? |
Hey guys!
After getting good tips on a Paratrooper heavy USF build, I am now looking at a Commando heavy build using the ALO and the 350 MP Commandos and making heavy use of Raid Operations for the cutoff-caps.
Any ideas on how to center a strategy around them as main infantry?
0 - IS
1 - Vickers
2 - IS
3 - Engineers
4 - AEC/AT gun/Mortar Pit/Bofors ?
...
5 - ALO
6 - Commandos
7 - Weapon Racks for Bren Guns
8 - Commandos
...
9 - Comet
I have been having success equipping the ALO and commandos with their pimped up Bren guns. They can 1 vs 1 Obers and still sneak around and nade wipe squads if need be. Also, this keeps them out of constant balls deep infiltration maneuvers that get them wiped if not careful.
I feel like this will lack AT and other stuff.
Which tanks make the most sense in your opinion? I have been liking 1 Comet for the white phospherous round to give cover over VPs and kill teamweapons. Obviously it comes out very late and I have been punished for having two at a time. |
Your starting RE squad isn't necessary there for capping but being first at occupying a critical house or wiring a unfavorable green cover until you or your mate is able to take advantageous positions.
And when you have this position secured, back capping. And this, 2x RE squad is the best compromise between rushing choke point, capping and having a first RM fast enough on the field and you'll have your 2nd RE and rifle around the same time at mid map so you can flank etc...
About where to invest your first fuel points, it is really map/factions facing/faction allied dependent.
I feel like if I use the starting RE to occupy a house and instantly get another RE, I won't be able to hold that critical house, since they lose to German starting units? The outcapping potential is nice though as is the wiring.
About the fuel: I do feel like a general order does occur. Like whether BARS on your units is more important than an early vehicle...what mainly changes the choice from my experience is whether its an urban map or not? |
I tried the double RE start and it's good for capping, but lacks early firepower in teamgames...
I am also having trouble deciding between getting early vehicles vs. weapon racks and grenades .
What do you usually make on paratroopers, thomps or lmgs?
I usually go for LMGs on open maps and Thompsons on very urban maps. Seems to be working well. |
Thanks for your long reply!
I haven't thought of using the Paratroopers for the demo on OKW trucks! Also the synergy between M20 mines and P47 is a new idea to me, since I usually only rely on rifle nades to get the engine damage.
Your build has a ton of aggression, but is also MP heavy. I'll give it a try in 1 vs 1! I do love the LT, but thought he is overkill with all the Pathfinders and Paras.
Currently for 2v2 and 3v3, I've been going:
Starting RE
1-Rifle
2-Rifle
3-RE
...bit of MP float
4-Pathfinders & Captain
5-Ambulance
6-Stuart
7-Paratroopers/Weapon Racks
8-Paratrooper
9-Major
10-Sherman/Jackson
A lot is situational, like MG drops...
Not sure my build is efficient in timing and resource use, though it has been working.
The small float in the beginning does take out early game shock value by going low on Rifles and having to wait for 1 CP for Pathfinders and the Captain.
Also I try to rush the Stuart for shock value, which delays grenades and weapon racks :/. Mid to lategame does take off though with insane anti-infantry capabilities and enough AT to scare off tanks.
Sometimes I also go 2 Pathfinder and 1 Paratrooper?
What do you think? |
Hey guys!
I really am getting fond of the US paratrooper, especially with triple 3% reduced received accuracy bulletins. Since USF is so manpower heavy, the bleed often prevents me from getting more than 1 and that usually late. Any ideas for builds focused around paratroopers and 1 pathfinder squad? I was thinking only 2 Rifle opening into pathfinder and LT or CPT. Stuart seems low manpower cost and high fuel for a start.
Excited to hear any ideas! |
Here you are.
I saw that one, but thought it was old information since I am sure it doesnt affect reload anymore, but rather rate of fire? Thanks though! |
Hey guys!
I have been researching old forum posts, but cannot find information on the exact stats of the Hull Down ability. Does anyone know the current exact stats? I found out that the Command P4 gives a -20% received damage buff to everyone in the aura.
Also can Hull Down be used on Ostheer Allies?
Thanks! |