Pathfinders can crit models on low health, so you wanna avoid attacking (especially rushing) them with low health squads, which can get sniped.
But they are fairly weak overall; just stay in cover, 1v1 they lose, if they are part of a blob bring an equal-size blob and take them out first. |
I still don't like it that much, though everyone says it's okay now. Too much RNG on the main gun still, it can be great or terrible.
And since Churchills can get shut down pretty quick depending on your opponents composition, sometimes I honestly think Centaurs + Fireflies is the best British tank combo. |
The cannister shot, when the unit got released, was the wipe maschine 9000. Click and destroy. Prepare your anus. There is a reason why it got toned down.
Ah okay, heh, I must have missed that period.
I do remember once taking out 4~6 squads of PE once, in one shot, with the British Stuart, lol.
Surely we can find a middle ground 😂 |
Agree, it's too late to be effective. What's the point of a Greyhound at the same time as a Stuart or Flak HT?
You could say it's an AI specialist and could pair well with a Stuart, but the canister ability is severely underpowered, so along with needing an MG upgrade it's a munitions sink just to get any AI power out of it (probably it's like this because CoH1's Stuart cannister shot was so massively OP ). |
As usual this should be in strategy forum, not balance forum...
The solution is already in your OP. :-)
Grens are not supposed to beat rifles, Volks are not supposed to beat IS at long range.
But... sturmpio are supposed to beat everything at close range, pio flamer is supposed to beat garrisons, mg42 is best mg, Wehr mortar is best mortar. StGs for Volks come early then they are supposed to beat things before enemy gets upgrades.
I agree Wehr is objectively harder to play but if you learn decent combined arms play and good MG micro, and coordinate with your teammates, early inf spam is very counterable, that's literally the base design of the game. |
Heroic Charge + Hammer + Tommies = Heavy Gammon Bomb anywhere you want ;-) |
Luchs is maybe my favourite OKW unit. Get it as early as you can, micro closely and keep it at the right distance (never let it get snared), and run it around the map killing stuff.
As adamircz says it will force an AT unit from your enemy - then just run it to the other side of the map. Once more serious AT comes out, hang back with it and use it now and then for support, or to push off lone squads trying to cap, etc. |
I might guess that your mistake is having "a" build order. Especially one that goes right from a few T0/1 core inf straight into a medium tank.
That's not an unheard of build, but if you really see a lot of enemy core inf (common strategy atm) you should - believe it or not - react to enemy build and get more anti-infantry units ;-)
For example Maxim, mortar, Bren carrier with Vickers, sniper, penals... All of these are strong tools for bleeding or suppressing enemy inf spam.
This will help you control the map and thus bring your medium tank in earlier anyway.
P.s. mods... State office maybe? :-)
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I think your Ost rank is already higher than mine (well, I hardly have time to play any more so my very short time in the Ost top 100 is far behind me...!).
But as a Brit "main" the thing I love about Ost is, of course, having tools for everything... and using them to really control one area.
Yeah, it is as you say exhausting, one of the hardest-work factions to play with more micro, no questions. So I personally find that, instead of doing grenspam, using your mortar, mg, Pak, sniper, not to mention the synergy from gren and pgren, can be unbeatable if you focus your energy into one area. Then, like I see a lot of Ost players doing, send your pioneers to cap (or a-move your grens) to try and grab something elsewhere when you have the chance. Then when that stops working, refocus your main effort into another area.
Then, 222 can help get you to p4, though don't fall into the trap of getting one every time as it's not always applicable (222, I mean... p4 is always always applicable ;-)
The T4 stuff is more of a bonus when you already have the upper hand, at least a little... |
Thread: Centaur19 Jul 2020, 14:07 PM
Centaur by itself needs no buffs/nerfs in any way shape or form.
...
It's extremely situational. And extremely situational units do not get fixed by buffing or nerfing them. They get fixed by changing their environment.
I agree. It's a good unit, there's just almost never a good time to get it in 1v1.
I would rather have a well-microed Crom; get a shot off, take down a model, and maneuver away. The Centaur, you have to just park it in front of infantry squads, and wait for it to randomly fire something between 2 and 20 shots... it's only reliable with the special ability.
So I dunno, increase Crom price to 120, make Centaur fire 5-8 rounds instead of 2-20, then maybe it will seem more attractive. |