luch rush
it really is that simple, youve shut down all soviet t1 play with 1 simple vehicle |
jugg
76561198001239855 |
no matter what faction i play, this map always crushes me against high level axis players
doesnt matter which faction, the map is too small to do good flanks and the cutoffs are quick to reach (sturm+kubel rushing is a meta strat to do)
two mgs can lock down almost the entire map and create unflankable situations because there is obviously an infantry blob covering it
its just so easy to play extremely passive and defensive because everything is so close to your base, very little risk to just stay back
for example, say if ostheer gets top spawn, 2 mgs, a mortar, sniper, a pak, 3 grens create already create an incredibly tough brick wall to break by simple camping those 2 buildings near the fuel and mid
as soon as stug spam and panzer 4 support rolls out, its pretty much over
cant veto this map either because im all out of vetoes on more bullshit maps, but im considering honestly vetoing this
every engagement is long range, extremely open maps perfect for mg lockdowns, and to top it off the fuel point for top is near unpunishable if your axis |
i dont get it, this wouldnt ever happen or work if the person was playing ostheer
but no, okw gets to charge at your cutoff minute 0 with kubel support and beat out anything soviets can throw at him
then the rest of the game is just him blobbing up his volks to prevent you from taking the cutoff |
vet 3 double bren grens
bofors
|
how do you effectively use adv emp regiment in 1v1 and what build order should you have for it?
is it better than mobile assault? |
no buff needed, its fine |
meta commanders:
guard motor
shock rifle
lend lease
partisans
armored assault
mechanized assault
guard rifle
soviet industry
my lineup:
guard motor
shock rifle
armored assault
starting engi sent to cap, 3 cons
if starting engi is too busy and is not in the base, then build another engi to make t2
if enemy starts camping buildings or making mgs, tech mollies
if enemy has vehicles, tech at nades
then build whatever t2 you need at the moment:
extreme blobbing and need crowd control? 2-3 maxims
too much stationary mgs and bunkers? mortars
heavy use of vehicles? zis
then tech to t3, build whatever is appropiate for the situation
if you dont need a tank destroyer then get t70, if you need mobile supression and you know the enemy doesnt have anti tank guns or shreks, go for quad
then t4, but all of the units here are kind of bad, you're better off saving the mp and fuel for t34-85s or is2s |
your honestly better off not spending MP on that, when it could have gone for your core 3 rifles
they just die so easily and any competent player will focus them down before the engi can actually have any impact
i only use armor company exclusively for those tank call ins, incase i need anti tank right immediately and i havent teched yet |
i read the preview balance changes and no mention of this being fixed nor has relic even attempted to fix the nade
im guessing they think its perfectly balanced that the stun nade negates retreating entirely and causes your units to be unable to move long after the stun debuff has wore out, making them free easy kills
of course the solution is to just dodge it right, so if even 1 model gets hit, tough luck on you |