- 0CP call in assault sections with Lend Lease regiment instead of upgrade per squad.
- Airlanding Officer available in T1 for 340mp with 5 men instead of 4, under different name. 1 on the field allowed.
- Recon sections could be a new unit, with camo, flares, 45 sight in cover, flare mines and a Scoped enfield that crits if hits on a model with under 50% health.
- Mobile sections, something like Hunter Sections with 3 enfields and 2 different rifles which are basically copy pasted German G43s.
Just some infantry ideas for UKF, though some additional suffling would be needed to fit them in stock or doctrines.
all decent ideas that should be somewhat easy to implement and balance, though we unfortunately are unlikely to see |
I took the liberty of quickly skimming the match and have a few general pointers:
- you might have wanted to invest in an early mg rather than the flak HT, as this is good for dealing with blobs and more reliable in the long run.
- remember when targeting a unit, to press the stop key immediately after so they don't pursue fleeing units. You suffered a few wipes because your men were running out of cover while your attention was elsewhere.
- Good job with the Kubel! Though admittedly you were lucky that your opponent didn't snare it in the early game as he got a few opportunities for that.
- while pfusus are decent, be careful that you don't overinvest in them as they are quite munitions thirsty and only really eclipse volks quite late into the game. IMO their best values is their immediate AT grenade and flare at vet 1, but the opening snare is best when there is actually a very early vehicle to counter, which USF never have if they don't bring the mechanized doctrine.
- remember to place mines whenever and whereever possible. IMO this it the most reliable way to get value out of your munitions.
- remember to scavenge dead vehicles whenever possible, so you can keep up or stay ahead in the fuel race.
- your p4 was quite passive in the time while you were ahead in the mid game. Using this more agressively against his blobs might have turned the game in your favor. |
Hello friends,
I love penal builds and was hoping others would shed light on the most effective build they do with them. Hoping to get some ideas. I personally send first CE out to cap whilst building another CE. Then Penal>Penal>Penal. Second CE goes to cap opposite side of map where first CE went to spread my seed quicker and gauge where the enemy is. I've had mixed results with adding the M3 after first or second penal depending on the map. After that CE comes back to build T70 building and move from there.
Please excuse my noobness but wanted more suggestions and what works for you.
Thanks.
Your build order seems fine, though I would argue that there is not much sense in going t1 at all if you don't plan on getting an early M3. when used right the M3 can put immense pressure on the opponent (especially OKW lacking an early snare) which you really need as the high cost of penals otherwise puts you behind on the capping.
So if you want to keep going t1, I would stress that you need to practice and "git gut" with your M3 game. Otherwise it makes more sense to go cons and t2, possibly into guards. |
The wehrmacht sniper did not missed the IS.
He never got the order to shoot at them. When you watch the first min replay back and look at the sniper you can see,that he looks and aims around 180° other side and shoot at a wood or cover stuff. No idea tho why.
I just know that sometimes mgs are shooting at an emtpy house. So i guess something like that happend.
To solve this "bug" --> just click again on the IS and the sniper should turn in the correct way.
Ok. As I've been told he was moving the sniper aroung using attack move (on my recommendation for newer players) and this apparantly happened.
It's a bit annoying if that for some reason is no longer a viable option because the sniper spass out like that.
But thanks for the reply! |
A friend of mine recently picked up the game and noticed that his sniper missed no less than two shots against a non retreating enemy. The incident happens just a few minutes into the game, so no need to watch any more than that.
Is this a bug or due to him accidently targeting the sandbags during attack move?
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VS
Obey the Walrus!
t1kiet_ctare
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A friend of mine recently picked up this game on my recommendation and started playing and asking for tips.
He just send me this replay where apparantly a German sniper misses two shots against non-retreating Infantry Sections
He told me that he was moving him around using the attack move, so could the answer be that he by accident asked the sniper to attack the sandbags rather than the enemy?
Either way I have never seen anything like this before, so clarity would be much appreciated |
I think it is a balance decision, because the requirement of the ability explicitly says: target has not unittype 'partisan' (in the modtools). But Partisans were quite different on release then they are now, so perhaps the patch team can consider to change it.
Edit: FYI, the Commissar is excluded too.
Reading the patch notes the reason for the Commissar is due to a bug:
-Conscripts can no longer be merged into the Commissar unit; prevents a bug where Conscripts would be armed with the officer's weapon.
I don't think this problem would apply to partisans, but I also don't think it makes sense that they should be unable to merge for balancing reasons. It's not like they are OP units by any measure. |
So I decided to give partisans a whirl to try out some of their new abilities, only to discover that conscripts are unable to merge with them.
What the hell?
Though they will probably never be meta, the Partisans are an interesting meme unit that could work somewhat competitively, but they are seriously pulled down by not being able to work around their fairly high reinforment cost through conscript merge.
Does anyone know if this is a technical limitation, an oversigt or simply a balance decision? Either way it kind of sucks |
no snare on tommies, as other mainline infantry has it, UC not capping territories as other vehicles can, so light vehicle good vs infantry as all other faction has it, no indirect fire (mortar pit is lame a fuck) in early and in late game - no pwerfer type, doctrines are so different that only few abilities are somewhat useful while others are bad, no access to like an elite infantry unit, no close combat unit, sherman FF is like the worst TD as it's slow and easy to flank, cromwell isn't the great tank to deal with infantry and decent to tanks, i could write an essay why brits suck, especially in 1v1
Whether or not this is in fact true, It's kind of beside the point, as this thread is not about balance, but that UK has hands down the most predictable opening game since they as the only faction in the game have no CP0 infantry alternative to Sections. |
Well hang on a minute, USF has no alternative to Riflemen, that's the faction that's the most predictable. UKF at least has UCs and MGs, actual fighting units. USF only gets Riflemen for actual fighting units when the game starts.
This is very wrong. In fact USF have among the most options for diverse opening infantry matched perhaps only by Ostheer.
USF can get doctrinal 0CP Assault Grenadiers, IR Pathfinders and "regular pathfinders. Furthermore and unlike the Brits, USF have immedieate acess to their Engineer unit, the rear eschelons, which can get a varity of 0cp upgrades like grenade launchers and flame throwers.
Now you can go on and say that none of these are viable for opening infantry, but not only is this false on every part of the ladder, it is also beside the point that I'm making in that Brits are the ONLY faction that has no opening game infantry alterernative, with or without doctrines. |