Those were indeed solid tactics back then, but they do not work any more. Even if the sandbags get built, the Dingo can simply drive up point blank and mow your pzpios down far quicker than they can it.
I used to think Panzerjaegers would also deal with Dingoes easily, but that's behind the 6 min timer or after teching up and clashing with your MG choice. Get a fast Pzjaeger and their inf/MG will walk over you.
250 is xp food for Dingoes at the moment, no exaggeration. The armour nerfs have made it an easy matchup. Don't get me started on the bike vs Dingo matchup. I've had easier times with a Kubel in COH2.
By the time you have spent 150MP on the Combat Half-Tracks and grabbed 250 autocannons @60 muni, they'll have AT boys easily and have been dominating you on the field with their own inf meanwhile. Perhaps on Gazala this will work, everywhere else...not so much. And even if you keep them at bay, the Humbers/Stuarts will come and hardcounter your 250s with ease....and any other LV you put out.
Personally I've only been able to make a steady creeping advance work, focused around a full combined arms build (Bike + Inf + MG + ISG + PaK), but this is more difficult than simply 2 x Dingoes + Inf + MG = Ez map control.
Inevitably, when this thing does get nerfed, a lot of UKF players are going to see their WRs crash through the floor, just like AT boys.
Back then the 250 also had paper armor against Dingos, they were never capable of 1v1'ing it. Before the Combat Halftrack upgrade I would always consider the 250 to be a CA/med dispenser against brits.
Was the Dingo dps or armor buffed or why would it suddenly roll over your infantry?
I am genuinely curious - what is your solution to double Dingo as DAK? Usually this goes into double Humber or Stuarts.
What I USED to do against this was hug green cover with the double Pgren and keep 250 in the background for combined arms bonus + medical supplies. If the map has no green cover, you send Panzerpio early to the front and build a sandbag on the best spot.
What is he gonna do besides sit there & repair forever with the Dingo and feed you vet. This should buy enough time until you can upgun the 250 and get Panzerjägers. Unless I missed some crazy Dingo buff, this should still be viable. And if he is one of these people who put the sappers inside the Dingo and drive into you, the double pgren + pio + 250 will focus-fire the sappers instantly
I try to keep up with all CoH3 patches but again, I haven't played CoH3 very actively for a about a year now so take this with a grain of salt
Well, top 20 micro is a little bit different than top 400, not everyone is top 20 and things dak deals at below that exclusive top level are a little bit different.
That's true, however the variety of viable strats at the highest level is extra sparse usually. And if Flakvierling is not 100% mandatory at top level, I just can't see why it would suddenly be mandatory at the lower levels where your opponent makes more mistakes too
Well, I would love to use something other, but relic made sure when you do, you automatically lose due to potency of allied AT or chinesium armor in case of 250s.
How a 250 which does no damage, 1 PG and 1 PP are supposed to win against 2 rifles and scout without rifles literally suiciding across no cover?
Not a great sample size I know, but recently I've watched three back to back top 20 2v2s and this whole "go Flakvierling or lose" or "DAK is awful to play" sentiment doesn't seem to be completely true. IIRC only one match featured the Flakvierling, and instead I saw a lot of upgunned 250s and even an italian call-in tank you claimed to be "nerfed to death".
I haven't played CoH3 in a while so please correct me (with some details) if I'm wrong, but whenever I played axis in 2v2-4v4 I was beyond happy when I noticed my opponent went early BAR upgrade, because it means I baselock my side by just rushing a Wirbel or Flakvierling/8-Rad.
And a late BAR upgrade is no real threat either, it's a stage of the match where non-elite infantry in CoH3 is almost irrelevant in terms of raw fighting power & dps, they're just here for snares & capping at that point it felt like.
This stage of the match in CoH3 is fully decided by Vehicle warfare, elites & anti-tank infantry and 1 or 2 BAR LMGs on each rifle squad does not change this at all
Hey I resent that. That was probably my highest rank as 4v4 USF (
Yeah but weren't you one of those crazy maniacs that didn't touch pathfinders and went riflemen instead? If so, you seem to love being an everlasting punching bag for opponents that are not even better than you
Kübelwagen manpower: 280 and fuel: 5
Sturmpioneers manpower: 320
In 4v4, if all your German teammates are Oberkommando West, the Allies are at a huge disadvantage.
If one German user mobilizes 2 or 3 Kübelwagens, the Allies will be at a one-sided disadvantage.
Therefore, the Kubelwagen manpower must be adjusted to 280 and the fuel to 5 to prevent one user from operating 2 or 3 Kubelwagens at the same time.
Additionally, the Sturmpioneer Squad manpower should be adjusted to 320.