I'll be taking this. Thoughts posted shortly.
/set yellow |
Here is some advice from a middle-of-the-road player.
- the UC with vickers and vickers MG team are not mutually exclusive and serve quite different functions. the standard vickers is used for crowd control and locking down areas, whereas the UC+vickers is a dedicated mp drainer with a situational times suppression ability. on open maps and especially OWW the UC is nice, because it hardcounters kubels and can push around infantry until they lock down the first truck. However, be careful that this will most likely make the opponent build a raketen, so after the first encounters it should be used with caution and screened by infantry.
- I would generally not get the AEC before sappers. The reason for this is that in the early game you want field presence and dominant capping and the AEC first needs to be teched and then built, and even then it will still not be able to cap.
- I would never build the Platton CP before getting AT LEAST two Tommy squads out. These guys are your backbone and primary healing option so 2-3 of these are necessary to carry you confidently into the mid-game.
- Capping order depends on the map, but in general the most important thing is to connect everything to your base. if it is not connected you don't get ressources from it. Brits are quite a defensive faction especially in the early game, so you should probably focus on consolidating your own ressources before pushing into the enemy territory.
- The increased squad size is good for a number of reasons, one being as a new player you might be prone to suffering from wipes and the extra man gives you significantly more time to react to a crisis plus it makes the squad more resistant to being wiped from explosions. The pro players in the current tournament are also consistently upgrading the fifth man quite early so that is a good indication that this is a solid strategy
- As mentioned earlier you should probably not be overly agressive in the opening game when playing brits. as soon as you start spitting out AEC's and Cromwells you have much better conditions for agressive brit play.
- You should probably not build weapon racks before you can at least arm a couple of your men with bren guns. Also, if playing special weapons you might consider skipping this step entirely and focus on your supply truck, which can even perform admirably in combat (just remember that it is made of glass!)
Nice tips.
Thanks for the response! Good points all, though I wonder if 2 or 3 tommies is better for the midgame, which seems really important. I think I can run fewer tommies if I go vanguard or mobile assault since I'll be sinking midgame mp in a commando, but for special weapons running 3 tommies seems good for the half track drops. Is that sensible?
Remember to make every matches decisions based on the current situation. You may have to stray from build orders based on map or opponet opening. Also don't forget for special weapons regiment you can call in AT tommies with the 55. boys AT rifles. These units are good consistant DPS against armor and are still fairly decent against infantry. They also carry AT snares which is something the UKF standard infantry lack.
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The key to beating OKW is to keep their preserved units to a minimum. You also need to keep them from holding 2 separate tanks simultaneously. Once OKW hits their critical mass their veterancy and high armor will carry them the rest of the way. If you're trading evenly in territory you should have 2 T34/76s for every p4 they field. Maybe more since 2x OKW doesn't have caches, another advantage you should try to exploit. Consider getting a commander with a recon run or using USF major recon run. Most recon runs will reveal raketens from cloak allowing for flanking. |
Preemptive AT |
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Compare costs between Paratroopers and Panzerfusiliers, also they only get 4 Thompsons as 2 models maintain their M1 Carbines, you can't spam Paratroopers... Most people who even use them field at most 2, one of each, most of the time.
Currently yes you cannot spam them because they arrive at 3 CPs which is fairly late to rely on for backbone infantry. Also at 380MP they're expensive however only cost 28 to reinforce, same as rifles. It's like calling in an Obersoldaten squad at 2 CPs with lower reinforce cost and better durability since they have 6 men. I think the doctrine needs a little push in the right direction, mainly the p47s and the support drops but paras are pretty alright. They can even be equipped map situationally which is something obers do not have the luxury of doing without spec ops. |
Bofors idea kinda sounds like a modified hull down with bofors. Also reminds me of command and conquer games where you could deploy and repack your MCV which is where your buildings were constructed. Not really sure about it. Sounds like there could be some real hidden cheese in there if you just sat a bofors on your opponets cutoff/fuel.
As for the mortar pit, this idea has been tossed around many times before of making a garrisonable "trench" for the now mobile UKF mortar team. 1st though, no GrW mortar, that mortar is the best for a reason and I don't think people would be happy to see it have mortar pit range, GrW accuracy, RoF buff and heavy cover on all sides. USF mortar, maybe even the soviet tin can mortar.
IMO I think there's are just some concepts that should be left out of the game. Emplacements is one of them as they're stale and don't provide good fun for either party. Similar to blizzards and cold tech. They tried it but it didn't pan out so it was scrapped. |
-Pathfinders need to be less of a Manpower sink!
-Paras are fine, but I wouldn't mind a CP reduction, 2CP
-Weapon drops to Muni costs, to reduce MP usage of the commander
-P47s increased lethality buffs
2 CP Elite infantry with 2x M1919 or 6 thompsons making it the absolute highest DPS squad in the game in CQC. No thank you. That'd be around the level of current panzerfusiliers. I.e. if I decide to spam them and upgrade them all I win all infantry engagments. |
As DanielD said, you should have numerical strength early since penals arrive a bit later than volks. Once you get your tech down go for some MG34s. They're good at dealing with penal spam. |
Thread: Maxim.30 May 2017, 02:33 AM
Should make the MG better suppression but again, lower the squad count from 6 to 4 like all other MG teams. 6 men are to durable and can with buffed suppression can be used as an infantry substitute. That and PLEASE for the love of conscripts give them some love |