Thread: Brits1 Oct 2015, 18:04 PM
im sorry but there are no large fights in the first 9mins or so. yes shooting in the path or at the cover can work, but honestly most players did see that coming because they knew i wont fire a grenade at them when they are running towards a cover. it still can win fights because the cover gets nullified for some seconds. and yes there are 3 possibilitys i saw: 1. mine will detonate but no crit 2. mine will just sit there looking at the bottom of the tank 3. mine do its job. centaur seems to have the most hover power(but maybe its just subjective because centaurs are in every game)
care to tell me the tactics? never used osttruppen. u just outcap him or what?
Of course there are large engagements. 3 Grenadiers plus an MG vs 2 or 3 Tommies and MG is 7 or 8 units engaged at one time. That can happen by the 5 minute mark easily. Add in snipers, engineers, mortars, and whatever else is produced from Tier 2 structures and you have yourself a full scale fight.
If you're not forcing engagements at every opportunity, you're already doing something wrong against Brits. |
It's something of a bug- the Brit sniper has an AT rifle, which in theory can damage buildings, so he interprets a command to attack a building literally- as a command to attack the building itself.
You have to move him into range and let him autoattack.
Ironically, once you do this, he will get a guaranteed kill on every shot, never missing, as opposed to the German and Soviet Snipers, who have a 50-50 chance of missing against garrisoned units. |
Thread: Brits1 Oct 2015, 17:52 PM
im rally a great fan of mines, but tbh i find myself having trouble upgrading all my 3 grens with lmg (its a must buy vs british inf, really), using 1-2 rifle nade in early game and then have some spare munitions for mines.only when im having excellent mapcontrol i will spam mines. and again mines are VERY VERY VERY risky against british, because they often just hover it. check it out, reported many times from many persons and saw and raged about it myself
I've heard about that bug too, but never seen it personally. My tellers always seem to do their job if detonated. Invaluable for slowing down a Centaur.
Riflenades are epic against Brits in cover. Seriously. Just make sure to fire them off during large engagements where the Brit player probably won't notice the one Grenadier kneeling amidst the larger chaos, and try to have a flanking squad or squad on the periphery shoot them. Also, try aiming at a piece of cover before the Brit troops actually reach it to cut down on the time he has to dodge. |
It is supposed to take some time, there is nothing wrong in that and it doesn't take that long.
I can reach Vet 4 or Vet 5 in every OKW game I play. Not on every unit, and again there's nothing wrong in that, but at least few squads will reach Vet 5.
Frankly I really don't see the issue here and high level replays I watch don't seem to have it either. Can someone provide me with a replay illustrating the problem?
How about YOU provide US with a replay showing your ability to get Fallschirmjagers and Obersoldaten to Vet 5 with less than 50 or 60 kills?
It should be moderately difficult to get to Vet 5, but this is well nigh impossible. |
Thread: Brits1 Oct 2015, 17:17 PM
Stay aggressive.
Successfully getting out a Centaur at the earliest possible point (around the ten-eleven minute mark) requires the Brit to have minimal manpower bleed, meaning no more than 3 infantry sections and no upgrades, and a lockdown hold on at least one fuel and a decent portion of the map.
Don't let him do that. Spread out, and challenge his capping power at all points of the map. Use riflenades to punish him for diving into green cover. Rifle nades and teller mines should be your main muni expenditures in the early mid game. Also, Flamer Pios and a mortar- he wants that green cover? Blast him out and burn him out.
I'm sorry to have to tell you this, but a sniper is absolutely necessary against Brits- if for no other reason than that any competent Brit player will have a sniper of their own and you'll have to countersnipe. 222 simply wastes fuel that could be going toward your Stug and Ostwind. |
Still its main gun is better the the POS that is SOviet 76mm. Churchill main gun can kill inf reliably. Um, I don't know if you've seen the SU76 and Zis gun lately, but they both have zero problem penetrating Panthers and Tigers. |
Vet 5 on vehicles is largely pointless because the Big Ones will never have a long enough game to get past vet 2 or 3 and the smaller one die so easy they don't live long enough to see past vet 2-3. Functionally this makes it so Vet 5 is largely pointless.
Vehicles with decent chances of making it past Vet 3:
Stuka Zu Fuss
OKW PIV
Jadgpanzer IV
Vehicles with a somewhat decent chance:
Sturmtiger
Puma
Vehicles that rarely hit above Vet 3, but it's possible:
Panther Variants
That's about it. Speaking about 1v1 and 2v2 here. Agreed completely. I'd even say the Stuka should go off the list.
JP4 is about the only OKW vehicle I can get to Vet 5 consistently.
I once had a long, long slugfest on Moscow Outskirts against a Brit/American team, with a Jagdtiger that survived for almost 20 minutes and was continually firing at Churchills and Jacksons the whole time.
It only ever made it to vet 3. |
And since the chief complaint about the Jagdpanzer is that it cloaks so fast that it vanishes when some tanks are reloading, it's clearly not working correctly. The delay should be 15 - 25 seconds after combat ends, this includes both shooting and being shot at.
That's too much. On some maps that allows enemy units to go to their base and back.
5-10 seconds. That would prevent it from blinking out of existence, and not nerf the ability into the ground. |
I just want to add my voice to the chorus here calling for an ISG/Pack Howi nerf.
Just lost a 2v2 on Rails to these things. I literally had my guy base pinned, and then the first one came out. 2 of them literally stop any Allied attack before it can begin.
I love that they're good, after so long being useless, but this is just too much.
The combination of massive suppression, AND pinpoint accuracy, AND high damage, AND a MG-level rate of fire just makes these things into a dominant force that can't be countered without tanks or your own ISG/Pack Howitzer.
The worst part of this is, Relic is certainly going to overnerf them, and they'll be useless again. There needs to be a way to keep them good, without having them this batshit insane. |
Comet requires 185+110+10+50= 355 fuel for a comet rush
Panther requires 80+175= 255 fuel for panther rush.
In the time it takes OKW enough fuel to get a Panther, the brits will have accumulated 380ish fuel.
Also, to get the first Ostwind requires 40+45+75+100= 260 fuel (assuming you don't build T2)
To get the first Centaur you need 10+110+100= 220 fuel. 40 fuel is easily a 2 minute difference.
Most of the time I agree with you, but the numbers don't lie. And while axis typically retains a little more of the map, it isn't common enough to seriously effect the timing of the brit T3.
Watching high level play, the attrition just doesn't seem to be as big of a factor as people are making it out to be.
Actually Panther rush would require 295 fuel, as you have to deploy either Battlegroup or Mechanized Hq before the Schwerer.
And it's 115 fuel for a Brit to tech T3, not 110.
So it's actually 360 fuel for Brit Comet rush, and 295 fuel for OKW Panther rush. Which, taking the fuel penalty into account, is... about even I should think. |