1v1 or 2v2
I only managed to use it twice in december, then it got nerfed. But im willing to give it a second chance and its giving me a really hard time. Specially with combined arms.
Commisar has the same weekness as shocks: its an infantry unit that can't fight armor, arriving at the start of the light vehicle phase. Its either the commisar or a Zis3. At which point
For some reason I'm also getting manpower starved, which is weird considering I use to float a bit of mp at the 5/8 minute mark with a 3 cons>support weapon>elite infantry builds. So I went for a cons>maxim>cons build and wait for the commisar to act as a 3rd conscript, but I've failed every time with it against aggresive starts.
Commissar abilities, pass the healing, are great unpractical.
The enemy already has grenades available by the time the commissar gets on the field so the defensive buff. Rifle nades lowers your models health to a minimum so you will just lose them if they stay, same with volks lava nades. Also, with this ability on, you unit can't dodge grenades.
The offensive buff is incredible with conscripts, unfortunately the recived accuracy debuff is attrocious on them.
Also, commissar buffs can't target support weapons, which would be great to allow maxims to tank frontal assaults or make zis withstand small arms fire to get key shots on enemy tanks.
Propaganda is always great
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I want to know how to avoid the mortar bug. Sometimes its match-defining to have your guarrison punisher, mg smoker, grenadier masher tool unable to fire or use abilities
I think there is no good information on the bug but it seems to trigger when the mortar is tasked to use an ability while in the middle of the firing animation or something like that |
Tric how do you even play this map?
All our matches in this map have been close to a living hell.
There is no room to flank heavy armour. Lategame is just each side brute forcing through the main streets under the rain of arty and planes.
Its really hard to position fixed turreted TDs.
Sturms can just rush and camp both fuels. On the same note, while the northern fuel is neutral in terms of cover placement, the cover at the southern fuel favors the northern player. |
Last weekend the question if engineers of all factions should be able to blow up cover came to my mind
Why? There are some maps were fences or some kind of yellow cover dictates paths of movement for your units. Infantry can vault over and move up, just a bit of micro-tax, however support weapons can't, which becomes problematic on some maps, like vaux farmlands north eastern side, which forces weapon teams to take important roundabouts to position themselves. This problem its also present on the south western side, to a lesser extent.
This particular example was noted by the developers as a problem of the map by the time of the last map revamp, however, a vaux rework was set aside on favor of maps in a noticeable worst state.
While my idea its more like a get-around the problems of map design, it will certainly affect other aspects of gameplay as well. And that's one of the key problems: Players would be able to change the map and certain engagements would work differently as intended by the map makers.
For example: Rails and metal central VP has two sets of yellow cover on each side. Being able to rush it and destroy cover on the oponent side would alter the flow of the early movements.
Miragefla even noted that we could even see engineers that could pretty much charge alongside mainlines and blow up the defenders cover right below their noses (and this is why afterwards I choose to limit my original idea to just yellow cover)
You could balance it out by delaying the arrival of this particular ability/upgrade (maybe tie it with the hazard removal package) as of now, its exclusive to british royal engineers which are available at tier2...but that would also mean straying of its original intent as a workaround to some map design problems.
Maybe you can think of a way it could work it out, but first, one has to find the right answer to Should engineers be able to remove cover? I think my answer is not strong enough
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The guys that get shot in the fountain are actually rusian/ucranian/slavic fascists armed by the nazis, which pretty much labels them as traitors.
But I digress, calling what happened between the fascist armies (raised from all across europe) and the red army as merely a war is great understatement to the brutality of the means to achieve the political objectives of the invasion of the USSR. |
Replays 4 and 5 of this series were rendered useless by the patch so, here we go with the 6 replay
Rough start for both of us. Things looked grim really fast. But we managed to hold on with small victories. A great turning point was when we managed to destroy all of their support weapons.
Ultimately, conscripts, despite early victories, were wiped by the late game, so I had to rely on guards. Vehicles won this match |
Guess who came back |
Ost lategame is great
They got access to superb armor. Stupas if they dont outright erase half an infantry squad, deal great model damage, meaning grens lmgs will clean units really fast and thus the unit must run. Allied tanks have to flank them to be able to penetrate it and most ATG have problems from the front.
Panzerwerfers have a tremendous impact against support weapons and static infantry units. It also pins infantry.
Panther is a great at keeping allied tanks at bay and can make great dives thanks to its speed and armor
Grens condition of glass cannon in the late game makes up for the great units and synergy they have. Losing grens to explosives its one thing, but if you lose grens to small arms fire then that unit was overextended or you were outplayed.
Grens shouldn't be alone, grens (despite being able to do it in some circumstances) shouldn't brute force machineguns. Ostheer and soviets relly on combined arms and ostheer has a full rooster of competent units, the best support weapons in the game, a standard medium tank with great escalation through vet and great late game vehicles to compliment their composition. |
MAP: Alliance of defiance
Here we go against top200/300 players.
Knowing that the factory its basicly a lost cause in the early game without luck I resort to harassing his cutoffs and helping sidaroth get the upper hand on his side. Once I get my composition going, with flamers and shocks I take on the factory.
Axis meta seems to have set on mg spam and light vehicle heavy builds, so I go for T34s to hunt down his lights and shocks and arty to dislodge his mgs |
Again, problems at eindhoven. This time, mg42 crew being pushed out of the map by a T70. Results: Mg42 cannot be targeted nor attack. Sidaroth had this issue also on the new maps with one of his tank crews that had a model that wouldn't get back to the map boundries.
Maybe there is something going on with the community maps?
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