You do realise brace cant be turned off until its finished don't you?
Fire a few mortars at it, wait for the brace, target anything else until brace wears off, rinse and repeat.
Plus, even in brace, flame damage murders the building, so get it to brace then charge with flamers if you have that option.
Brace is fine, it has a negative effect, it makes the building useless, you can't exactly repair it in peace either if you keep barraging it when in brace. OKW Searchlight however, nothing negative to come from that, its not even a fuel risk and it reveals cloaked enemies (My sniper was spotted and they attempted to mortar it). |
I heard somewhere that if you upgrade them with 2 Brens and THEN go anvil and upgrade them to heavy engineers they end up with 2 Brens and a Vickers - has anyone seen this happen?
You can give them 2 Brens after anvil upgrade and still end up with vickers + 2 Brens |
but it was nice having a stable platform which protects itself that I can depend on, instead of just a dumb truck that I have to drag around the map.
USF Ambulance says hi. |
Alt+f4
Haha, pretty much this until something changes. |
I get it every game and loud as garden, I even had it 5 seconds after the initial jump scare.
https://www.youtube.com/watch?v=Vf3CS7YHUeg |
No such thing as northern Irish, they are British
No such thing as Welsh either, or Northern England by that nice person logic lol! |
For 280 MP without the upgrade you get a solid 4 man squad when in green cover that can win near all 1v1 engagements. With the 100 MP 15(?) fuel upgrade you get access to then up this to a 5 man squad with the unit costing the same to call in, BUT, is it worth building more then 2?
I have played 3 games online (both 1v1) won against OST, lost to the first OKW encounter and won the second, but have mostly been playing against expert A.I (Which has had some bloody changes let me tell you) and my current build order ignores Tommie's after I build 1, opting for a tech up followed by (quite simply) Engie spam for infantry instead.
Starting Tommy > MG > Tommy > Tech up > Sniper or engi (most usually sniper but that forgoes a little bit of forward map control although as UKF, you don't want to push too deep anyway) > engi > AT > Tech or 5 man squads > when tech go Anvil > give all engies the free upgrade > Profit.
The only use I have for Tommies then is to heal units or camp behind sandbags to hold off scouting infantry.
Tommy is good, a great unit in cover but is it actually worth it? does anyone build more than 2?3? and if so, how do you use them to a good effect? The early MG is vital to the ideal that UKF are hard to push off and it is a great MG too, 2 burst pin + high damge that gets better inside buildings with vet so building more than 1 Tommy early seems like a bad move to me.
Maybe I am rushing to tech to fast as I try get them out as soon as they become available, hording all my fuel until I get the first tank out and investing into Tommy (Bren, Nades, +1 squad) is actually a better way to use the infantry and will bring greater rewards than engie spam, yet, losing just 1 Tommy squad is a huge blow, losing 2 models is bad enough, that's 70 MP!
How do you use them? |
Anvil all the way, no question (even though I have yet to go Hammer ) The FREE Engie upgrade not only gives them a great MG BUT you can still equip them with 2 brens! and for 210MP you get a very VERY good squad.
Get them to vet 1 so they gain the defensive bonus and profit. |
in 1v1 it's a killer, I too have had games where I dominate with < 80 VP's remaining, only to have a tiger ace deflect everything and murder all it sees.
In 2v2 its not that bad, I managed to kill a Tiger ace AND a panther after the ace hit an m20 mine with 3 M10's but had that have not hit a mine or been 1v1 I would have been screwed.
I hate how the best tank in the game costs ONLY MP.. "But you get a limited income when its on the field":
When it hits the field its already late enough for the 'negative' effects to have much of an impact. Who needs another tank when you have an ace? Or, just build the ace AFTER another tank/squads you need before the 'negative' effects take place.
After your initial push, you will have killed 2 (at least squads), vet wiped, 1 shot each. 560mp gone for the enemy (usf) player right there, over HALF of the tigers cost. Wipe 1 more and you have near matched the cost of the Tiger ace.
Near every shot is a guaranteed MP drain on the allies making them suffer the negative effects more than the OST player.
Give it a fuel cost, up the MP cost, reduce MP, Muni, Fuel to next to nothing when its out or as the title says, just get rid of it, nothing worse than winning out of skill and outplaying the enemy, to losing because of a unit that, for lack of a better word, tanks everything.
Follow the Tiger ace with a pak, win. |
In the AA campaign it states "Set a waypoint in newly captured territory with a road to call in squads"*
I wondered if this was the same for MP too, but it sounds like its a bug from it?
*Not the exact wordind, but the gist of it. |