I guess i'm just imagining it when the go to tactic for okw in 2v2 is to head straight for the enemy cutoff, with spio>volks>kubel. Having the strongest opening unit is a huge benifit, and the kubel speed, lack of bleed, and caping ability is really strong. Rifles might be good, but okw can outnumber them early. General rule of thumb in team games is to not try to go head to head with okw for the fuel at start or you will get forced away.
Put it this way both a USF player and OKW player go for the same point to start. OKW starts with spio vs re. Obviously OKW wins.
Lets say the us player waits for his rifle. Now it's rifle+re, but okw's kubel can get their the same time as the volks because of speed. Now it's spio+kubel+volks vs re+rifle.
Or it can wait even longer, now it's spio+volks+volks+kubel vs rifle+rifle+re. Either way the US player is outnumbered and must play defensively. They don't really start to get the advantage til they bolster their force with their free officer.
Such a beautiful post and I almost missed it!
Well said, USF might be stronger than ever, but that doesn't mean OKW still has any issue pulling their cutoff/fuel house rush as always. |
So two riflemen squads with double bars, one with double zooks, nice tactical command blobby group to destroy everything.
2 Bazookas do the damage of a regular AT shot, 160 damage, assuming both of them hit and pen.
See the problem? I don't, specially since you are calling 3 rifles a blob, which is consider the core of any USF strategy. |
Like bar with zook combo on riflemen with the ability to smoke and frag nade?
USF forces are tagged as a versatile and that loadout gimps them hard, you want 2 Bazookas or none, specially not on your Rifles that will need their BARs to fight infantry later on. |
Maps are the biggest problem in my experience, sometimes you get the bad spawn on a map like the north of Moscow or Train Station and you are handicapped from the start, not to think of those maps where bots Munitions points are basically next to each other. |
For years you say? Maybe it had something to do with.... Flamer upgrade for USF?
Wasn't Rifle company banned in most tourneys anyway? |
You know it's a vehicle, right?
It's more of a direct fire role anyways.
Well at least now it doesn't get one or two shot, I see no reason to get it when a Sherman is more threatening and you will need a lot of them to do something later in the game anyway. |
Just making it like the other mortars wouldn't be fine, because it still negates any reason to get the pack-howie. It needs to be sufficiently different from the other indirect fire units to justify the USF having more than one, with reasons to get either of them. That's why it was good in the beta, it was a mobile fast firing low damage mortar, that was good at destroying cover and making squads relocate. Compare that to the slow firing, high damage pack-howie, and there were clear decision to be made about which would suit your playstyle; aggressive or defensive. Now there is pretty much no reason to shell out the extra manpower for the pack-howie at all. The mortar is cheaper, way more accurate, and faster firing. What has the pack howie got? Phosphorus with vet? More barrage range? It's not worth it at all.
Where does the Scott fall on all this?
Is that just a less MP expensive Pack Howitzer with no WP? |
Personally, I love seeing Kraut jumpers die to a single Stuart shot, it happens more often than it should though. |
I think it should be locked after first officer unlock, much like the MG34 is locked behind first truck deployment. |
Outstanding performance by Theodosis here, seeing USF played like this at this level, is always a joy to watch. |