I guess in hindsight, I should've just looked at the map vertically and just taken the right hand side...
I guess that is true, because when you look at the fuels from your perspective, the one on your own side of the river offers an unbreakable MG position for the enemy. At least until you get mortars and vehicles. It is not quite so advantageous to rush the house with Rifles, but it is still much better than charging straight into an unflankable MG. Not to mention that your munitions point is practically right next to it, with a VP directly between them, which is an ideal starting position. And unlike the other fuel, it is really difficult to cut off. Even if you manage to rush the house on your own riverbank, your just get forced out by the MG that is being moved there, by it simply parking itself at max range and opening fire.
PS: If you just want to improve your win ratio with USF, you might want to consider to veto this map entirely, since it is very MG friendly in general, therefore difficult for USF. Even with a lot of skill, you will probably struggle regularly on this map. Not saying you can´t win, just saying that this map favors Axis and Brits quite heavily. Kinda cheeky advice I know, but it is a possibility.
You can merge your cons with your elite troops late game.They also a very strong early game unit.And if you give them ppush they will become really strong.
Merge also give you ability to basicly rainforce in combat with no delay.Imagin if your shock troop are down to three men if you use this ability they will suddenly become six men and have full fire power again.
If you want to know i use name no sacrifice no victory.Now my soviet rank is 1vs1 is 380 4vs4 is 62
True, but those models you merged into the elite infantry are still just Conscripts with different weapons. They are as crap as ever. It is the most punishing with the Shock Troops. If you merge you Cons into a 3 man squad of Shocks, you effectively get 3 Shocks and 3 PPSh Conscripts, who have neither the increased armor that Shocks get, nor the accuracy with the PPSh, so the full firepower is not actually achieved. It is not quite so punishing with Guards, but anyway, you are better off using Merge on weapon teams, because their combat capability is actually improved that way. I have never seen Merge used to reinforce elite infantry, even with the top players, and there is probably a reason for that. Not saying it is impossible to do, just saying that your elite infantry is your best. The point of going elite infantry is that you won´t be 100% dependent on Conscripts and mixing it with them will weaken it considerably in the long run.
your honestly better off not spending MP on that, when it could have gone for your core 3 rifles
they just die so easily and any competent player will focus them down before the engi can actually have any impact
i only use armor company exclusively for those tank call ins, incase i need anti tank right immediately and i havent teched yet
Completely agreed. Imo, they need to get a price increase and be given Thompsons or less received accuracy OR a major price reduction to be a useful unit. Even their super fast repairs at vet 1 are useless, because USF tanks have crew repair. Unless you are specifically on a map with a lot of buildings, like La Gleize Breakout for example, do not even bother. And even if you are on such a map, they are far too squishy to assault a building directly and cost insane amount of MP to reinforce. When eg. assaulting a house garrisoned by STG-44 Volks, there is a very good chance that they will get killed even with the flamer against a house. That´s how weak they are for 280 MP!!!!! They cost the same as Riflemen and even more to reinforce FFS!! At this time, they are severely overpriced for their actual role. They are basically an incredibly expensive squad to place Demo Charges.
Conscripts aren't superstars but they aren't 'ass' either, 'oorah' is an extremely useful ability and one of those things noobs neglect but good players use all the time.
Conscripts are "ass". Once the enemy infantry gets their upgrades and some vet, they are pretty much just mobile AT grenades, Molotovs and Sandbag builders. And the Molotovs not so much, because the prolonged animation costs you even more models. The need to light the bottle is unhistorical anyway, as most Soviet Molotovs were made to catch fire upon impact by a chemical reaction. The "Ooooraaah!" is great, but only if you catch the enemy out of position, and their crappiness in combat often prevents you from using that speed properly. They probably will not chase down an MG despite flanking it. As far as combat capabilities are concerned, they are terrible. Even after vet 2, the accuracy is still desperate. Late game, I came to think of them more as engineers than infantry, because they mostly use their abilities instead of their rifles, or simply get thrown in the capture points because they are cheap and relatively durable. They can even repair with the right commanders. And frankly, these are the only ones who justify having a huge Conscript force later on. It is all right though, since you have plenty of other choices for late game front line infantry, preferably Guards or Penals.
If you plan to get the AEC armored car, just rush it to maximize the impact. You usually should be able to get a Cromwell out -+2 minutes next to the P4 even if you build the AEC, and if not, the AEC should be vetted up and capable of snaring the P4 for AT guns, the important thing is that the vehicles are not unopposed. The way your infantry gets punished by vehicles practically makes you go the AEC anyway. PIATs work properly only against the big tanks, because they can actually hit them, so unless a heavy tank hits the field, the PIATs are mostly useless. UC is a great choice against OKW, because their light vehicles take longer to field and their Fausts require a building. Against Wehrmacht, you have to be very careful from the start, and after a 222 enters the field, the UC usually dies, so I am not sure if it is worth it against Wehrmacht. And yes, building a mortar pit is quite risky no matter the time. If you build it early, you risk it being rushed, if you build it later, you risk it being simply hard countered by a mortar or LeIG spam. Most of my good games and games that I have seen had the mortar pit in a defensive spot, slowly vetting up and bleeding the enemy. It is an emplacement, which means it naturally works better protecting your own territory than supporting an assault.
If its middle of a small map you could just bumrush and destroy it you know.
Also the range of static emplacement will never be lower then mobile, cheaper units, so as long as ISG can have 115 range, mortar pit will never have less.
Exactly, against competent opponents, it is quite lucky to live through the mid game actually. It costs almost the same as 2 enemy units, which means that if you build it, you will probably be heavily outnumbered, therefore it will be relatively easy to rush. Building it early is risky because of rushing, building it later is VERY risky, because the enemy probably already has a counter. If it had lower range than ISG, what would be the reason to build it at all?
If you remember my first post I did suggest an AEC and if the work I suggested with the UC is going well then it should be practically soloing the infantry let alone with the MG and infantry also included. If the UC is destroying the Infantry then I find it far more likely you're going to see a 222 as a response in which case the infantry are more than enough although you may lose the UC. You have many options as it comes up to German light vehicle time, AEC, AT gun, Piats, Boys rifle squads. IF you have more than one of these it is generally easy to counter anything they throw at you. And as I said if the UC is getting its value then your opponents infantry should be severely weakened and your infantry base should remain strong. The Boys rifles remain a reasonable option as even if you lose your UC then your halftrack should be up soon to follow up with Vicker's Light Machineguns to out DPS any german infantry.
The UC is far too buggy to be dependable, the pathing is just terrible. Half the time it reverses right into combat, getting fausted as a result. And its not cheap either, like all Brit units. It can be good, but only if you are prepared to lose your sanity over it dying for no reason. I think that 1 more IS or sniper would do the work better. Piats are really good only against King Tigers and such, because they do not home, which again means that your opponent has to be an idiot to even allow his light vehicles to get hit by Piats. Again, if Brits had snare, the Piats would be great, but as of now, well... Sorry if I seem too negative, just trying to put your plan through the test, not trying to mock you or anything.
I agree they can be killed by the flame halftrack easily, but the Heat grenade is a large threat to any light vehicle and if they stay clear of the grenade range then you can try and stay out of flame range because you have long ranged boys rifles. They aren't a counter but more of a deterrent preventing him from just walking all over you until you can get something stronger. If you have the ability to get a second squad then you can really threaten a flame halftrack. Hell, If you chose the machine gun on the UC you can just keep peppering him.
"Stay out of flame range"? Hahaha, that flame range is like 3 times your grenade range, not to mention that the Flame HT is super fast. If you want to engage it, you will get flamed, period. And you know, most players PROTECT their flame HT with infantry or 222s, which will mow your Boys down. Also, you cannot use cover against Flame HT, so the DPS is lousy. If you go for it, you can get an AEC around the same time he gets the Flame HT, which is far better choice imo. Getting 2 squads of Boys severely limits your AI, because they just get WRECKED by mid game by basically any infantry out of heavy cover. Unless you get the 5 man upgrade, they are generally pretty weak. If your only squad against Flame HT is Boys, it can just kill them 1v1 in seconds and then proceed to the rest of your army, unless the enemy is a complete idiot. It is just that sort of unit that NEEDS a hardcounter, because it is too potent to be stopped with just softcounters. And the UC, while having some potential, is seriously bugged now. The pathing is so bad it gets fausted almost every game, even with high level players. I stopped counting the times a Kubel escaped just because this piece of sh*t derped out and started reversing.
I generally go with 1 inf section ( on top of the starting one) into machine gun followed by universal carrier. I find either upgrade viable, it just depends on what you need, The machine gun is very good if you're fighting in open areas as the mobile machine gun is ridiculous. But the WASP is also effective in open areas, it just happens to be crazy good against buildings as well( for obvious reasons. With good micro keeping it at maximum range against infantry you can duel even singular panzershreck squads, as you can take a singular hit and then roll off and repair without engineers. Use the machine gun to hold down key areas and use the infantry to cap and support the carrier with more firepower. If you're playing special weapons regiment you can rush out the Boys rifle infantry which will give your infantry security against a flame halftrack. And if you Come up against the dreaded Flak halftrack, a AEC or more Boys rifle infantry should deal with it. Without the Special Weapons regiment life is harder, a quick AT gun rush may help, but AT guns can die easily.
"When in doubt rush Centaur "
A single Boys squad gives you "security against flame halftrack"? Are you trolling or something? Double zooks are not enough against that thing when handled properly. I do not know who you played against, but the Boys are pretty much useless unless somebody parks their vehicle right next to them in heavy cover, close enough to throw the HEAT nade. Other than that, they are harmless against vehicles and just get kited around. If they had a real snare, that would be a whole different story, but as they are now, unless your enemy is an idiot, they do not kill vehicles. Also, in 1v1, the AEC is usually a must, at least for me, because the Brits get outnumbered almost every time. Having said that, it is my experience with the Tank Hunters. If you have a different one, enjoy it, because I have not had any success with them so far.