I'd tend to agree that Vanguard is by far the safest pick is most situations that you can never go wrong with.
Good call in Infantry: Check - Airlanding Officer with borderline OP Jesus Charge + Forward HQ and ability to build Commandos is a steal.
Good off-map in Strafing Support: Check
Good Call in Tank: Check - Croc with supporting AT is always a good army composition
Throw in useful abilities in Raid Operation and Crew Repairs? Can't beat it unless you have a specific strategy in mind that focuses on Emplacements or you need a specific unit like Land Mattress or Tank Hunters |
Another day another "balance" thread that belongs in the State Office asking for help improving gameplay *yawn* |
Someone once suggested being able to build Medics from the Forward Assembly... I kind of liked that idea since you don't see a ton of Forward Assemblies unless its part of a Sim City.
Brit healing *is* pretty amazing but it would be nice to make more regular use of the pyrotechnics package too and buildable Medics would let you have more flexibility. |
+1 On Scavenge being good in most situations. I'm inclined to agree that Luftwaffles is always good to have too (though I have a personal love/hate relationship with it). I mostly have it for the option of MG34s to lock down a map after I have it mostly under control or if my opponent is being blobby. Luft. is a fine line to walk though I've thrown a few matches because I fell into the "too many Fallshimjeager" trap, but its solid over all.
Third slot is personal preference - Spec Ops is nice because you get grenades and the Command Panther is a nice crutch to have if you lose T4 or don't have the fuel to tech up. I like Feurstorm to have extra flamers on urban maps but its pretty situational. I *want* to like Overwatch but it kinda lacks Oomph for me. |
Man this thread has it all. Bitching about brace and emplacements, OKW teching, FREE SQUADS, etc. Just need to add something about Volk's shreks and we have a one stop shop for complaining!
On topic... I think the one change that DEFINITELY needs to be made to Advanced Emplacements is that the Forward Assembly shouldn't repair itself (which is unbelievably stupid). That way you can easily focus it down and the lynchpin of Sim City 2.0 is gone.
Otherwise emplacements are mostly fine - although I agree that on certain maps the Mortar Pit is kinda OP (Lost Glider is covers like ALL the strategic points). |
Hahaha I opened this expecting this to be about how god-awful buggy and terrible this ability is.
+1 to Dullahan. Please make this ability actually work fairly often and nerf duration accordingly. (Or turn it into temporary engine damage or something). Brits are so terribly designed when it comes to snares... AEC, Sniper Vet 1, and Gammon Bombs, combined with PIAT accuracy and barf.
Slightly OT - I never realized that you could use Target Treads from max distance.... I always had assumed you had to be close. |
Couple of Tips
1. Infantry Section (IS) damage is pretty consistent at all ranges, focus on staying in cover (for the bonus) and shooting at max range.
2. Royal Arty Commander is garbage, don't even bother
3. Try using your starting IS aggressively - rush for a key building/point instead of capping and dig in.
4. On most maps there are typical places OKW will place T4 building - learn them and anticipate to try and disrupt ahead of time.
5. At lower levels OKW players will place their T4 Building poorly (not behind shot blockers) - AT Guns are great then. Use a Sniper to spot or use a tank at max range to soak fire (most shots deflect at max range). Strike hard and fast with AT guns in position when he's retreated or not around and it'll go down fast. Vickers nearby to hold up counter attack is a good idea.
6. Mortar Pits can survive a lot longer if you focus on using barrage against enemy mortars attacking it. Stand Fast with Royal Engineer commander helps a lot too. Don't build MP too soon if you're not confident you can hold that ground or it'll get rushed.
7. Comets are much better than Churchills at the moment. Cromwells are generally your best bet otherwise (although Fireflies w/ Tulips can be handy vs. Tigers, KTs, and Panthers if supported). Armored Car helps immensely against Luches... which can really hurt Brits since PIATs can't hit shit if its moving.
8. General Consensus "Best Commanders" are probably Vanguard, Mobile Assault, and Advanced Emplacements. If you don't mind spending a few dollars those couldn't hurt (though you don't need them to do well by any stretch).
9. Strumpioneers do a number on IS as you said - focus on keeping max distance and avoid turning blind corners where they may be. You win easily if you force them to come to you over open ground. If they catch you close just retreat fast and save yourself needless losses. Focus them down if he's rushing you with multiple squads.
10. Garrisons (including trenches) are your friend. Vickers Vet 1 has AWESOME range while garrisoned. IS perform well in garrison also. Keep in mind you can only shoot through the # of windows - so avoid tiny shacks with only 1 window and such.
Sure I'm forgetting something but that'll get you started~
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And go back to the old days of KTs YOLOing headfirst into 4 ATGs and winning? Pass. |
It's still viable to go Lt. if you get weapon racks fast for Zooks if you think they will go for 222s or Luches. Fast M20 to hunt down Sniper on first retreat can be a big blow. You can always go Airborne for AT Gun Drop if you need AT Gun and don't want to Tech Captain as well. If you have Heavy Calvary then LT -> Capt. -> Pershing -> Major is doable if you can hold ground until 13 CP. Another option is USF goes Lt. and Brit goes AEC to cover for 222s. Brit should consider early bolster squads as well to survive 2X Sniper volley. Infiltration Commandos are great for surprising Snipers too or Tank Hunter Sections if you need extra 222 help.
Mostly you just can't allow the Axis team to set-up a defensive front because the 2X Sniper will just bleed you and force retreats - helps a lot to force an early breakthrough with light vehicles and your superior number of squads (since a lot of early MP went into 2X Snipers). Be aggressive without taking unnecessary MP bleed. |
For the most part its okay for vehicles.
OKW Flak HT (the vehicle), Ostwind, USF AA HT, Etc. are all vehicles that come with a trade-off and are hard countered by tanks. Many of them aren't regularly built and should be effective at AA if built. The ONE exception to this I might argue against is the 222 scout car with is A) Cheap as hell B) OST has Ostwind as well. The Autocannon used to be a Munitions upgrade too - which at least justified the the AA ability in the past - now you could argue about nerfing it since its free.
There was an old thread on here that I can't find about OKW's T4 building's Anti-air ability... I tended to agree with the side that argued for either nerfing it OR making it a side-upgrade. I think it's pretty stupid that you get a great AA building just for teching up seeing as how it invalidates expensive airstrikes. |