If you want to go Pathfinders, pick Airborne immediately and get them out at the start. Build at least 2 Riflemen afterward; you really need the snare and the flanking power.
I would say that one Pathfinder squad is enough, it is essentially a Rifleman squad which is more fragile, but when it vets up it has crazy Line-of-Sight. |
Not all commanders "counter" another, or have counters. Nor are all counters equally powerful.
OKW Fortifications "counters" Heavy Cavalry because there is no effective answer in the USF arsenal (doctrinal or non-doctrinal) against the 8.8cm Pak 43, which can obliterate the M26 Pershing (the strongest point of the doctrine) on a dime. Static units like the Pak 43 are countered by howitzers or rocket artillery, both of which are not present in the USF stock arsenal nor the Heavy Cavalry Commander.
WM Spearhead doesn't "counter" Brit Advanced Emplacements very hard aside from the Sdkfz. 250/6 Mortar HT and (to some extent) the Fragmentation Bombs. I would argue that Festung Support is a harder counter to Advanced Emplacements and emplacement play in general.
Any commander with a howitzer (the 10.5cm leFH 18) is extremely effective against Brit emplacements, as howitzers deal extra damage to emplacements. Also, the Advanced Emplacements commander has no tools to help it deal with a 10.5cm leFH 18 located on the other side of the map.
The way I understand this is as follows: a "counter commander" is the presence of one or more doctrinal units or abilities that cannot be dealt with easily with both the opponent's stock arsenal and what the opponent's Commander has to offer.
As an example, for WM I run Blitzkrieg, German Mechanized, and Mobile Defense.
Blitzkrieg is my "late-game" commander, where I had a decent early and mid game and would like some tools to help me close out the game. Panzer smoke can keep my vehicles alive, Recon planes help me spot what my opponent has, Command P4 makes all of my units much more durable, and the JU-87G Stuka loiter is very effective against allied armor.
German Mechanized is my "counter commander." WM has few tools to effectively deal with Brit emplacement play, and German Mechanized offers the tools to do so. Grenadier HT can help you deal with Brit infantry away from their emplacements. Smoke bombs are great at blinding 40mm Bofors AAA and 17-prd ATGs. Spotting Scopes are wonderful to know what you're up against (so you don't accidentally run into a 17-prd and get your armor nuked). Command P4 makes all of my units much more durable. 10.5cm leFH 18 dismantles emplacements as if they were sandcastles.
Mobile Defense is my "emergency" commander. If I am behind by 3CPs and/or run up against heavy light vehicle play and am in need of extra Panzerfausts and the Sdkfz. 234/2 Puma, I will choose this commander to save my mid game. |
You're probably right, though in this case he went Vickers, so he could keep a safe distance from faust and also snare.
But bottom line your advice is solid and I was most likely just outplayed by a more skilled opponent
Oh sorry, that's my bad. The Wasp is a stronger counter to WM though.
Generally, the "full turtle mode" procedure is the same, but with the Vickers UC Garrisons and Heavy Cover are a lot more valuable. Never run around with lone squads, always have backup for each unit, and get those Pioneers working on Sandbags! |
Good points, but my issue here was that on crossing the wasp made it extremely difficult to cap any fuelpoints at all and as such I was hopelessly behind. So when I finally could scrape together enough for a 222 it had an extremely short window before the AEC came out.
As soon as you see the UC (especially the wasp), go full turtle mode until your first 222 arrives.
Wasp requires British T2, which probably gives you enough time to get your early-game units out. Glue a Grenadier to your HMG42, and use it to cover your fuel. The threat of a faust should be enough to stop the Wasp from charging in to flame the HMG. Your Grens can just dance around, but they should be close enough to the HMG so that the HMG can deal damage to the wasp as it flames the Grenadiers.
If you fancy HMG42 spam, put the HMGs to cover each other so that in order to flame one HMG it gets attacked by another. Use Pioneers to scout for the HMGs as well.
|
Sell your computer, gaming is not healthy for you.
|
Fast 222 seems to be the answer, and you need to get two of them.
I play a very unorthodox WM, namely triple MG42 and extra pioneer into T2. Allied early light vehicles like the Bren Gun Carrier (especially Wasp) is a really hard counter to this strategy. Thus you really need to rush for the 222 and get two of them. They serve as a good enough deterrent to light vehicles like the AEC until you get a 7.5cm Pak 40, and stop them from circling the ATG. |
after watching this how can you say KT needs buff?
https://www.youtube.com/watch?v=iet6Nk_ZFkk
I must point out that Hellcats did not muster up a Firefly as a counter as soon as he saw the KT, nor did he position it correctly after he got it.
Also, it is true that Jove was using a KT buffed with Panzer Commander and HEAT shells. |
Doesn't belong in Balance.
Moved to state office, but due to your in-game chat I'm not going to review the replay.
Also, please organize your post in a manner friendlier on the eyes, thank you. |
After further consideration and review, I concur.
/locked. |
Aside from the multiple things that could be invised in this thread, do these storms beat thompson paras at range 10?
I wish "unapolagetic ignorance" was a bannable offense.
Anyways, Stormtroopers do no beat Thompson Paratroopers at 10 range. Neither does it beat Thompson Rangers, Shocks, or Commandos. At this range, however, their combat power is easily greater than Sturmpioneers or Assault Grenadiers. |