I used comms with double brens, they good, but you also need keep in mind - if you want use their brens with max effectivnes, you should open fire not from close distance. In this case, comms with brens, just more stronger and expensive tommies. You have stealth and nades, but regular tommies will be much cheapier for you.
Complain about falls - in falls doc you have Papa Faterland ability, that makes them very, very powerfull. Long range stealth squad with first strike bonus and boosted accuracy with sprint. Also don't forget about fausts, comms don't have fausts.
In fact, comms with brens good, if you don't want bother yourself by micro-tasks with ambush. But if you microing well, comms without brens much better as ambush squad. |
it will just result in running around map and cap/decap orgies. play dawn of war to know what i mean
But not when your sqaud get RA penalty - one mistake with conrolling your units and your sqaud will be wipe. |
Sooo...back to this thread after losing (again) to this ridiculous doctrine. Ostheer low rank player goes Ass Gren, mg, then four more assault grens.
I get my center defense up with an emplacement with mg and a second mg for the flankers. In between I go two rifles, a Pathfinder and drop in 1 airborne.
Ass grens capture both wide cap points and we contest the center cap while we each hold our own fuels. He then brings a halftrack and clown cars my Center mgs which draws in my airborne and Lt just to hold mid.
Just go to assault enges or mechanized company with mg-jeep and cavalry. Also, if you not in cover and want to fight in open place 1 squad vs 1 assgren with sprint...better forget about it. Retreat or kite or hide in building (if you have somewhere near another squad to help), reorganize troops.
At this point I need an ambulance to heal my bleed but damage is about equal on both sides. I am behind on resources so I skip light vehicles , zook up the Lt. and go Capt for the AT.
In 15 minutes the first Pz IV arrives and solidifies his hold on the two flanks and starts rushing my fuel with ass gren pairs. I get damage on the first Pz IV but can’t kill it. I need to tech my weapon rack but lack resources since Ostheer is clearly racing to Tier III.
15 minute is very close to gold standart of arriving for 1-st p4. If he want to rush to T3 without T1 and T2, you could see p4 on 11-12 minute. Ostwind could be 1 minute sooner.
In that case, go to captain, build ATG. If you have doctrine with LMG upgrade for rifles, it help you a lot in fight against assgrens and pgrens, while ATG can keep at bay any medium armor.
He rolls a second Pz IV to destroy my mid and base rape me for game over. I have seen so many variations of this as a USF player I’m giving up on them for a while. I was a 50% winner but recently I’m down about 20 games from .500
I play Soviets rarely but win half my games vs Wehr without really knowing build orders, etc. Somethings wrong with USF IMHO...
I read all the suggestions below but AA halftrack sucks a bag of rocks as one Pz gren with AT knocks it out rather easily...It’s hard to get 100% efficiency with it.
Build 2-nd ATG. Build pak-howi to bleed mgs. |
You just kill stug in that case. Fate of su-76 and stug will be the same.
You will get very soon, pure AT armor that could be easily killed by ATG, while HT in T3...only fews will be build it. Also don't forget- you will dealy your t3 on 90 fuel. Do you need that?
Why don't use pgrens with shrecks or double 222, if LV deal so much trouble for you? Or pak with tellers. |
This strat very strong in urban maps or narrow maps, but have crucial weak side - no fausts. Only pgrens with shrecks as AT. If your enemy will choose it - highly likely no T1 and T2. Fast T3 and fast P4 or ostwind (and in late-game backtech to T2 and maybe T1). Also this doc always must harras your cut-point or fuel point - very clear and obvious actions, you have better chances to counter them.
The more stronger version of this OST strat - OKW flame doctrine. You could use the same tips against it, but you need much more micro (because enemy will have rak that easily can kill any halftruck and also he have fausts and reinforce truck). For USF very strong will be double pak-howie. Because flame-doc always meaning blobbing. In tightrope channel you could see insane comeback in 2vs2 against this doc. |
SU: Penals, M3a1, lend-lease (fast M5 with quad, before T3)
USF: assault engeneers beat ass grens, especially with flamer; mechanized commander (with mg-jeep) or commander with M5 and Calli
UKF: bren-carrier or lend-lease (fast M5 quad, ass-tommies) |
That doesn't matter. Getting caught out of cover can be a crucial blow in the early game. That's a very big risk to take. The reward of shift-queueing safe capture points on the other hand is saving valuable time to micro the important engagements.
Shift-queueing capture orders while microing engagements and other things is one of the things that set the best players apart from the rest.
This only working in start of game. When mid-late come and battleline established, no any shift-que for capping points (or very little usage). While have possibility for fast capping (even with risk to get high damage) will enrich gameplay. Shift-que capping will be even more pleasant in this case and could good work even in later stages of game.
All paras squads (USF paras, falls, commandos with glaider) will get not only "drop them behind enemy mg" role, because right now, use them to decap points in deep enemy rear very, very "ungratefull". Ambush troops also will +1 to their role as units.
Exactly. This does however come with said micro tax. What to use is up to the player to decide - which is exactly the point. Flagpoles offer interesting gameplay choices already.
I disagree about "interesting gameplay" choice. When each side build sandbags from their side and don't have any weak sides from that. With fast capping - you have 2 choices: build sandbag and block fast capping from your own side or build cover to defend point more better. Flagpole right now only interesting
object for build sneaky sandbags and very sad obstacle for vehicle passing. |
Someone could use capping time for build sandbag, someone could use this for fast capping and have risk to meet enemy without cover or fight against enemy in-cover. More strategic decisions and tactic actions. I think we could even see barbewiring flag points, to prevent falg points from fast de-capping. |
It serves as the waypoint for shift queuing capture orders, and is therefor already a risk/reward mechanic in itself. The reward being far less micro, while the risk is obviously that a squad bunching up around the flagpole will be an easy target for enemy units.
You could shift que without flag, just click at place. In start of game no-one have grenades - no any risk at all, and again - where reward mechanic to use flag? I even say - not to use falg is BETTER - you have more vision, not clumping, could build cover outside circle of capturing. Only one thing that i could remember - you can build tricky sandbag in flag point, but it useless for USF mainline, less usefull for SU (enemy could use your cover as well) and OST (only enges could build sandbags), only brits and OKW could use this trick in full power.
Flag must have sense in gamedesign, not only indicator and obstacle. No any reward mechanic to use flag capping instead staying inside cricle. |
no
Why? Right now flag is just useless object in gamedesign, you could click on it and nothing changes. It's only obstacle for vehicle (hi pathing problems in some maps) and infantry.
Such change will increase value of "ambush" troops, like partisans, storms and e.t.c, they will be do what they must do - break enemy supply lines. Also any tactics with carrier vehicle wil be more better and backsitting style of gaming will be less pleasant. And of course "high risk-high reward" rule working the best in this case. |