M18 Scotts and the Majors Artillery barrage.
I find myself building 2-3 Scotts every game as USF now as their AI capabilities are just crazy! Then you can also try to apply some pressure...
Though your best bet it to cause a big distraction, a big enagement, micro the major away and around to get a barrage on the arty. Distracting your opponent for call in's is a big deal.
As stated earlier, if your opponent has arty, they'll be down like 15-20 population isn't it? So that's 1/5 of his army, static and in a predictable location.
If you're unable to overcome your opponent when they've done this because they're too strong otherwise then you'll just have to work on your strategy before the Le1fh hits the field.
In a 1v1 scenario, if your opponent can fight you off while also having that Arty up you've already lost because you haven't been applying enough pressure. People make arty when they feel comfortable it wont get attacked, don't make them comfortable, ever. Aggressive play is needed as USF because you cannot turtle, but Wehr/OKW can if they so choose. |
Man, the churchill was such an OP tank, it's all we saw in the tournament...
Wait, no, we didn't see a single british pick.. Man we better nerf the Churchill too. |
Whatever the change, the main frustration with this unit is generally how effective it can chase you down on retreat and melt health squads. It deals a ridiculous amount of damage to retreating squads.
Otherwise I don't have much of an issue with it. |
Just as a reminder, the UC was nerffed recently, it lost almost half of it armor, and it lost a bit of range (down to 30 now). It's one of the many small contributing factors to how underplayed the british faction is.
It's your fault if you get fausted, but I've been noticing the amount of damage from small arms fire on the UC is pretty high. It's sort of a necessity for a lot of brits because it's the only non-doctrinal access to flame weaponry which can make you defendant on building heavy maps. |
I play USF a lot and I'll say I go double, or even triple M18Scott to overcome the WEhr vet infantry vs my riflemen. They are absolute monsters and every USF player should know it, they clean up house and can outrange anything. You scan w/ the major, and then barrage AT guns.
It sort of reminds me of when the SU-76 Barrage was free and how much carnage it caused, except the M18Scott can move while doing it, has smoke, and can repair itself!
So usually I end up losing the battle w/ the Scotts because of either STUG spam or Panzergrens. Yeah, Ill focus the panzer grens down cause they're infantry and scotts eat them up, but usually I get overwhelmed by the combination. AT guns dont work against good USF players that have Scotts cause they'll back up and just murder the AT gun.
You may just need to be more aggressive, WEHR has a tendancy to turtle a bit and if you let your opponent get our 2 scotts, backed by a jackson that's a problem. You're letting him create a lethal force there. While you can always go for Stuka call ins, its also worth realizing that a lack of aggression can punish you.
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The nerf to tommy squads showed heavily as the Brits are only played in team games now. Your teamates can cover your weaknesses and you can focus on your strengths, artillery and tanks. But the infantry battles you end up losing the manpower bleed as stated.
280manpower Tommy squads that cost fuel and manpower to upgrade to 5 man, can equip inferior bren LMG's and don't have a tank snare makes for easy targets for light vehicle play that will bleed you hard |
Static weapon play is not that great for SU right now. You want what people are suggesting.
2 Engineers w/ Flamers
2-3 Penals
Con to merge Engineers to flame on...
Or go 2 engineers and 3-4 Cons =)
I personally like the 3-4 con spam w/ double engineers. Try not to take on engagements you can't outnumber someone in w/ Cons. Penals can take on most squads 1v1...
If I go support weapons, I usually get wrecked, the maxim just isn't good at suppressing riflenades grenadiers and you'll just get flanked as the Ost strat is 1 MG and 4 grens. Don't believe me, go look at the GCS tournament where we saw 4 grens every game! |
It's the utility of the gun that makes it feel "worse" as it's primarily role often feels like AT but it's survivability, and utility makes the AT capabilities slightly less.
Yeah, we'd likely prefer to have Weak Point stun, and superior pen/accuracy. But imagine when that rifle nade goes off you lose the AT gun? 6 man crews means the AT gun isn't dying easily. Lets you hold onto veterancy, it also has a longer aim/reload time.
the ZiS Barrage is great tho, you can even help w/ blob control. |
The problem is the Stuart may be able to fight the Puma, but you can never really finish it or lay chase. Nobody wants to dive their Stuart to kill a Puma when Raks are invisible and can easily finish off a Stuart from stealth.
The stuart isn't great AI, nor is the Puma. They both basically exist to counter one another on the field....
However what put the USF at a disvantage in this fight is the fact A)
Volks all have fausts as well as Sturms can (if they care to) upgrade to Shrecks in the field.
Puma has superior range on a Stuart
Raks can go camo and a Puma + Rak is a dead stuart.
So what's the USF got to counter that early, light vehicle play? Well you got rifles, the 57mm AT gun which should keep the Puma at bay. You got a Captain who's really good at giving Volks veterancy... uh.. but if you want any AT you have to retreat back to your base and re-equip, pay some fuel (which is so little fuel I'm surprised people think that giving a free weapon rack would be the end of us all ).
The USF AT options are fairly weak, and they show their colors in team games more than 1v1. The fact you can have late game tank engagements, and the Jacksons are at a distinct disadvantage by being Open topped because ARtillery is decimating them is a big problem right now. |
Vehicle detection is not need for a faction that already gets a half track w/ infrared. Give them something more interesting like radio intercept maybe? |