Double LEIG is how you take SimCities, and if they go the Reinforced Simcity doctrine you have to take out the repair bases first. You can't hammer the emplacements because the repair crews keep respawning. So target priority is key.
The other key thing is these take up a lot of population, sure they can slap them in really annoying spots but play around them until you can properly hit them. I am assuming this is the Advanced Emplacements doctrine as regular emplacements are not that hard to take out, but the Advanced ones are a b!tch. Double LEIG wont be enough usually unless you take out the repair bases, but you need to fully dedicate yourself (cause he is fully dedicating himself to keeping these up).
Repair base > Bofors > Mortar Pit
I say Bofors first, because once thats down you can start rushing it w/ squads. The spammable infiltration grenades are great, but even the fire nades are good at keeping constant pressure on him.
When I do OST/OKW I'll often also take a more direct approach. Sometimes I just load up 2-3 AT guns, distract him and just go for it. You can smoke shit, and just attack ground through it (AT guns vs Bofors) it's ballsy but it's a lot faster than indirect fire as it has been nerffed.
As Lago stated, the 300 MP sturmpioneer squad is a big deal, you can easily fudge that up and not use it to your advantage. If you end up losing it or getting beat up it becomes a very expensive unit and the game will be a bit uphill from there. You need to exploit your sturms ability, and you need to know what is, and what isn't a good fight.
OKW is a very early game pressure faction because until you tech all you can make is Volks and Sturms really, and you don't want to spam sturms. So you see 4 volks, which means they can flank MG's and attack weapon crews easily. It's like when USF just spams Riflemen, Soviets Cons/Penals or Grens for Wehr. I find a lot of games are heavily infantry based right now, it's a liability to bring out an MG early game.
Panzer Tactician has always been bullshit imo, it was just the worst f***ing combination. Give a tank the ability to blitz speed and pop smoke just lead to the more infuriating games where an axis tank could fly in, kill shit and leave without any penalty. Allied armor could never do the same thing, it wasn't until USF was released a tank got smoke on it, and it's not used at all in the same manner. Your tank could be dead before the thing goes off and it's used to attack really no retreat.
Fausts are easily the best tank snare in the game, they'll be useful 99% of the time as allied tanks other than the AEC don't have an instant ninja smoke bomb.
By contrast if you let your tank get close enough for Penals to satchel it, you dun fucked up cause it's a REALLY short range.
I'll admit it's weird that some can toss AT and others can't. If anything it should maybe be like a flat 50% chance to miss.I do not want to see Panzer Tactician go back to being crazy like the old days but for balance sake I can agree it's odd that some can penetrate smoke and others can't.
Right, I'm just pointing out that it's not functioning as an MG is suppose to. I guess it's more of a weapons platform....
Still, I always feel an MG should do it's main job. Suppression, you can't tell me something firing .50 bullets wouldn't have people hitting the dirt right? I get this gives the soviets a slight edge, its a soft counter to light vehicles and it performs similiar to the USF .50 cal, but as a doctrinal call in.. I'd rather a .50 cal.
Yet doesn't perform the role of an actual machine gun, which is to suppress infantry effectively. MG42 gets AP rounds, .50 Cal gets AP rounds, and dare I say the Mg34 gets AP rounds.
The maxim used to be OP, but those days are over. It doesn't have a lightning quick setup time, it takes forever to pin any targets which is why players would double up on them.
Rifle grenades can easily out range them and tear apart that 6 man crew. It's frustrating when volks or grens charge the maxim, one guy dies, so it's just a constant picking up the maxim to try and fire at all and instead of performing like a machine gun. It performs like a joke.
I think for simplicities sake we should just have the Panther mirror the other late game TD's, slow turret, slow reload/RoF, high accuracy, high pen. The added benefit the panther has over these other TD's for its increased cost is generally having a butt-ton more armor than the rest of them, and the ability to blitz which increased RoF. They shouldn't touch a panthers AI.
Perhaps if it takes on a sole TD role the price can be adjusted a bit. But I'd be very careful. The panther used to dominate in the tank game, but those days are definitely behind us.