I don't play the US very often so I don't know their ins and outs very well, but I've spectated a lot of games and played with a lot of US teams but I never ever see them pick up an AA halftrack. I know its more fuel than the m20 but is there ever a time where its useful? |
I've started playing UKF recently after the 2 year break but I find that the Bren guns and especially the PIAT are incredibly lack luster. For an lmg I though the Bren would have a bigger impact. I was also wondering, since I haven't experimented very much with them, can the PIATs hit a moving target? They look like a just lob slowly in an ark or can they "track" their targets? |
As the title says, I'm new to USF so I'm having a hard time distinguishing which tech path to go. Do you pick it based on your play style or is it reactionary based on your opponent? |
Overall, it depends on your doctrine choice. Previous posters have suggested guards, cons and this is a good option. Also you mention the t70 - which is also a great/medium counter to the luchs. In a one on onefight, the luchs will basically lose to the T70.
Remember the luchs is a shock unit, this means you don't need to kill it - only negate it's shock value. This is primarily accomplished by preventing it's effective use. What good is a shock unit if you can't use it? Additionally you need to assess the overall strategic picture - that OKW went mechanized, which means he doesn't have heal! So you can bleed his manpower in the infantry fights, but that damn luchs prevents you from doing so right?
My solution: just use a single AT gun with maxims and AT grenade equipped cons on the flanks. If the OKW player built a kubel, I make sure to AT grenade him at least once to enforce the fact that I have a snare. This approach doesn't force you into a guard based doctrine and lets you pick a doctrine base don the OKW's overall strategy, rather then allowing the OKW to lock you into a doctrine by building a luchs. Granted, it's likely a more delicate build and peopel are enjoying high success rates using guards.
The ideal result is the OKW is forced to play conservatively instead of aggressively with his Luchs, vastly diminishing its shock value and consequently allows you to fight his unhealed infantry (manpower bleed). Additionally you should toss a mine down the most obvious flanking route just for good measure. Typical OKW players are used to being aggressive with their luchs and will likely hit it, making great fodder for your AT gun or soon to be T70/SU76.
When Tech 3 rolls around, I pick either a SU76 or T70 depending on the overall situation and then attempt to kill the luchs if I haven't already from a stupid overextension. I then pick a high pressure doctrine that allows me to do some damage to his forces, personally i`m in love with soviet reserve army right now, but any KV8 tank doctrine does tremendous work.
Cool thanks for the tips, very informative |
Having a hard time adjusting my strategy to counter 2 Luchs at the same time against double OKW. Soviets just don't seem equipped to handle shock units like that when that come out at the same time t70s do. So I need some suggestions. |
How are penals doing this patch? I need alternatives to doctrine infantry call-in reliance (shocks or guards) Vs the effing OKW ubermensche tidal wave.
With the changes to flame throwers it's just more conventional to get combat engineers with flamers or just molotovs as an anti garrison unit so the uparade has no other significant benefits. The satchel doesn't damage buildings which I think is a bug. They seem to have less survivability than conscripts. Not so sure how well they scale into late game compared to conscripts. The only thing they seem to excel at it having semiauto rifles so a slight dps increase then conscripts. Over all its gotten really hard to justify buying penals or even going t1. |
Thread: KV-28 Dec 2015, 22:29 PM
You are not taking all stats for better view.
Panther has 73% to penetrate.
KV has only 50%.
But
KV has more health.
Faster reload (on siege)
and higher damage.
It wins 50% and loses 50% but on becasue of bouncing from Panther's armor but because of missing and shooting the ground all the time.
Ahh, I miss understood how penetration values were calculated. I apologize, and I agree that both the guns accuracy is goofy and it's probably not worth the cost with what you get. However it's main purpose seems to be an anti blob platform(which is a little unnecessary due to the fact that the sovs have plenty of other anti blob methods) so I would believe that it should lose (or at least be evenly matched) to a Panther in a fair fight but definitely not due to its scatter. |
Thread: KV-28 Dec 2015, 17:49 PM
Launch cheatmode, put KV2 in siege, put Panther on medium/far range and watch.
Well I can't right now but between with what you found when you did cheat mode and what the stats say, it sounds like the panther would win. You said it yourself didn't you, that the panther won? |
Thread: KV-28 Dec 2015, 17:11 PM
You know nothing. Siege kv2 will always win vs Panther when sitting in front of each other, unless you miss like 4-5 shots.
Do some tests before saying such pudding
How would it win? Panther has like 300 armor (I can't remember the exact number) while the KV2 has like 180 pen |
Thread: KV-28 Dec 2015, 16:54 PM
I put KV2 on siege mode in front of Panther. Panther won. Why?
Because you pitted a anti infantry tank against an anti armor tank who's front armor is twice the penetration value of the anti-infantry tank. Even if it always hit it still would have lost since it couldn't pen so I don't know what your point is saying that is. |