what? riflmen AI sucks? Bazooka has a much higher fire rate then shreks, lower cost and has splash damage and its very VERY effective vs light and medium vehicles, its only against heavies it will struggle but it will still force axis heavies back because of the fear of being snared
Splash damage? lol, they changed handheld AT gibbing eons ago. |
Any time you have to put a caveat of "we can limit it to 2 or 3" then it's probably not a good idea. The only way this would remotely work is if they lost faust when getting shrek as well. Even then all I can imagine is shrek hoard backed up by HM34 and Flak HT suppression spam. No.Thanks.
The bazooka arguement doesn't really hold up either seeing as how 120 penetration bazookas have a lot more trouble with axis armor vs. 170 shreks (slightly less that a StuG's penetration) only bounce off heavy call-ins - which you don't want shreks against anyway. Nevermind that it's pretty easy to punish bazooka spam on Riflemen because their AI sucks and a couple zooks on RE <<< several Volks with shreks. |
Antaria nailed it.
You can't just build them and not micro them and expect to get your MP worth anymore. Personally I find that you have to use them as barrage machines - just keep actively counter barraging any opponents counter-indirect fire and repair in the downtime when you force their mortars off. Rinse and Repeat and they are worth it. The smoke also has HUGE range now - spam it on support weapons and follow up (especially juicy with commandos).
You also have to get good and building them in defensible position. Avoid open sight lines and paths with easy flanks because if a flame nade forces you to pop brace then literally almost any follow-up means a dead Pit. |
It depends, I find it's usually worthwhile to have at least 1 or 2 piats on an engineer squad just to discourage players from diving your AT guns since Brits lack of snare means all it takes is one opportunity for a lone tank to do a lot of damage. |
The only mildly annoying thing about skill planes in general is how the tracking seems to be wonky at times where it always isn't clear when a loiter is over or when a plane has begun tracking a target (even after they have left the circle). So you'll often see frustrating things like a plane strafing something long after it's left the circle.
Other than that I think both Stuka CAS and P47 is finally in a good place strength-wise. The P47 tweak was a welcome change in the most recent patch. |
Personally I've been going Con X 3 -> Second Engineer Build -> Maxim.
If for some reason I had to retreat my original engineer I'll build with that but often it's more efficient to just keep capping depending on the map. That and I like a 2nd engineer early to have more flexibility to lay mines. I'm always leery about early Mortar against OKW (unless they go early MG34) since a lot of OKW will try to go Volks heavy and its often more beneficial to get a Maxim (or 2) to control the Volks horde. Early on make sure your Conscripts are near each other to support and remember to use Oorah and Sandbags to get the most beneficial engagements.
If you like PPSH try using Advanced Warfare - it's become one of my go-tos since T34/85 let you slug it out with OKW armor a lot easier and the Radio Intercept is a god send to let you prepare for Flak HT or Luches (whose shock factor is often one of the hardest things about OKW in my experience).
Hope that helps - let me know if you have any other questions. |
this is unrelevant in teamgame like 2v2.
Why not? You're telling me that cut-offs and fuel harassment don't matter on maps like Moscow Outskirts and Kharkov to name a few? |
+1
Snip
This. Plus it's worth mentioning that pure penal openings have slow map control early on and a competent OKW player will take advantage of that and harass cut off or fuel early on before a critical mass of penals can be achieved. Also, seeing as how last patch nerfed penals if they are unbalanced now then I would like to know what they were before. |
As of now, a few changes for some of the doctrines:
Thorough Salvage: instead of producing extra fuel, this provides same fuel but extra munitions. For scavenge doctrine, this actually helps to fund for their artillery barrage.
Elite Armor Doctrine: Veteran Panzer IV is replaced with Sturmtiger, which is arguably a major improvement. The Sturmtiger is a heavy hit-and-run assault gun that fires a single round that can instantly kill medium tanks in one hit and obliterate weaker units in a wide area. After firing, return to safety to manually reload, since the crew can be killed during reload.
MG34 Team: this unit is now a nondoctrinal unit that requires one command post set up. Lufwaffe Ground forces instead receive recon overflight and Fortifications receive LefH.18 Artillery.
Let's not necro threads from 2014 with information that the average player already knows, kthxbye! |
Yeah, +1 to the mortar being questionable vs. OKW. If OKW goes Volk spam early on then the Mortar build just means they are going to have more squads than you early on and can bully you off your cut-off or fuel. I've also had more success with LT - .50 Cal lets you control Volks easier and if you have a strong early game a fast M20 can let you put a lot of pressure on them if you get it out before they have fausts or enough munitions for a lot of fausts.
If you have problems with garrisons then consider using Rifle Company or Armor for flamers as your first munitions investment. Armor is also still pretty good if you get caught flat-footed by a PZ4 too as it has more than enough Penetration to handle it and is cheaper than a Sherman. |