Three Sturmpioneers would be interesting and every surviving Sturmpioneer past the minesweeping original is another unit that can carry a Panzershreck.
I personally wouldn't want to build more than two Kubelwagens.
Do you think Battlegroup into Flak or Mechanized into Luchs or Puma would best serve a Sturmpioneer and Kubelwagen heavy opening? Personally I'd lean towards the Flak: with a lot of fragile infantry around the medics are likely to be invaluable and the Flak truck seems like it'd have a very strong synergy with two Panzershrecked Sturmpioneer squads. |
If you skip Volks what do you build before CP2, not including the starting Sturm? |
HelpingHans has a Breakthrough build order in one of his older tips and tricks videos but that's from about two patches ago if I recall correctly.
A Sturmpioneer Kubel rush isn't a bad idea although you'd need something to fill the gap between them and CP2. Floating manpower is giving up OKW's early game advantage.
Given how late the Jagdtiger comes out I'm not confident skipping the Schwerer Panzer Headquarters would work well. You'd be very reliant on Pumas, Raks and Panzershreck Sturmpioneers. You'll probably want at least a Panzer IV.
It sounds interesting enough for me to want to experiment with it though. |
The AEC's an anti-armor vehicle. It can hurt infantry if they can't hurt it back but it's not going to wipe out squads like a Luchs, Stuart or T-70 might. Its purpose is to counter enemy light vehicles in the same window, provide limited smoke support and if it survives until the later game it can snare vehicles.
As to it dying to Grenadiers, almost every vehicle's maximum range is greater than that of the Panzerfaust. The key to effective light vehicle play is to stay out of range of infantry snares. Attack Move is very useful here: if you attack move your unit will stop as soon as it can shoot something so it tends to fight at maximum range.
The key to dealing with machine guns is flanking them: attack from outside its arc and it has to pack up which gives another squad the chance to get in close. Spread your squads out enough that they can't all be suppressed at once but keep them close enough together that they can help each other out. If one gets suppressed the other can walk around the arc of the MG (click on the MG to see its arc) and force it to reposition.
Spamming mortars means few infantry so you can counter them by outcapping them. If you can deal with the MGs the mortars are easy pickings. Close combat units like Sappers and Commandos are particularly unpleasant for them.
Spamming MGs and mortars also means few Grenadiers which means you could try using the Universal Carrier on them. Stick a flamethrower on it and it'll slaughter weapon teams. The UC is riskier against players with a more normal composition but any spam strategy can usually be dealt with by building a couple of its counter units - if they're spamming one thing they won't have a strong counter to its counter.
The Crocodile is for bullying late game infantry when you've already got your force together. It's never going to be your first tank. Think of it as a very heavily armoured WASP. |
An important thing to remember in that case is you're very much at the mercy of your teammates: if one of them gets tilted or is simply bad then you might do everything right and still lose. That makes analysis of your own tactics that much harder.
I'd say your choice of Special Weapons Regiment is a good one. It's one of the best UKF doctrines. With PIAT or 6-pounder support an Tank Hunter Infantry Section can allow you to skip the a AEC and gives you an infantry vehicle snare that's useful for the entire game. That's good news if you like building the Bofors and means a faster first Cromwell if you don't. The halftrack works well in team games as it can drop weapons for your teammates as well as for you. Concentrated Fire Operation is amazing for clearing out fortified positions and the Churchill Crocodile is one of the best anti-infantry tanks in the game.
Mobile Assault is also a good shout because of the Land Mattress and Sapper Flamers. Hector's guide can tell you how to best use it better than I ever could. Given the larger size of team game maps and the unreliably of random teammates I'd lean towards the AEC over more static early AT solutions - it's mobile enough to bail out an ally in trouble. |
Is this for teamgames or for 1v1s? The rules change a fair bit without teammates to cover your gaps. |
T2 Obersoldaten and MP40 Volks sounds great. I'd ditch the STG entirely rather than put it in Feuersturm though.
I'd also be inclined to make Obersoldaten MG34s require two trucks set up rather than specifically the Schwerer. It'd make going both Battlegroup and Mechanized before Schwerer a little less painful. |
The Sturmtiger deals about 20% more damage per shot and can fire into the fog of war whereas the AVRE costs slightly less and can reload on the move. That's about the extent of the tactically relevant differences.
I don't think a casemate AVRE would be much of a downgrade. If a Sturmtiger or AVRE wants to fire on something behind it it's probably overextended. The turret mount is nice to have but I don't think it makes that much of a difference to how the unit plays.
After the patch they're fairly similar units: if you swapped them over you wouldn't have to adapt your strategy that much. |
If you were comparing the DBP Sturmtiger to the pre-DBP Sturmtiger rather than to the DBP Churchill AVRE then I don't understand the relevance to the topic. The Sturmtiger's only relevant to British tanks as a benchmark to compare the AVRE against. |
how can a tank without a turrent, can´t reload while moving better than a tank with turrent und reload on the move?
since patch the ST cannot shot above shotblocker,has less range, is slow, make less dmg and must back to base after the one shot to reloading.
Sturmtiger- Damage = 580
- Range = 40
- Reload Time = 40 seconds
Churchill AVRE- Damage = 440
- Range = 35
- Reload Time = 40 seconds
Please check the numbers before making false claims like that. |