EZ8s look pretty, but I rarely find reasons to build them instead of regular Shermans, maybe if it's a map where there is too many garrison and your opponent is Wehr they can be good.
As I said, I mostly take rifle company when there is a need for flamers and I make ez8s mostly because I want a different flavor of tank from the normal Sherman. I also heard they have better accuracy on the move than normal shermans (not sure if that meant against tanks, inf, or both). |
Flamers > bars, but you should use them to try and get both muni points. If you can hold them and get a crazy amount of munis you can steamroll the axis infantry hard.
Save the phosphorus strike until you can:
1. hit multiple at guns when making a push
2. hit infantry while you are flanking between them and the enemy base, so they have to retreat towards you. Easy wipes.
Dang nice tips about the phosphorus. |
#289 Simply by being assigned to the same squad that had served on the lines for a while, new recruits ("90 day wonders, fall in") would instantly become super duper badasses known universally as "vet3". This continued despite every member of the squad eventually being replaced after being reported KIA by the one random guy who got back to base like a track star version of neo from the matrix, sprinting and dodging bullets and tank cannons.
#290 US army ambulances actually held thousands of riflemen waiting to be assigned to squads and were legitimate targets for the Germans.
#291 Despite coming out of the same tent/trench/truck, full replacement squads would be useless idiots against replacement soldiers in squads that were around for a while in stated manner of #289. |
Lol. OpieOP. |
I do feel like making superheavies like kt, jagdtiger, and elefant one time only call-ins would help, as attacking them with said crazy all-in medium pushes would actually be worth it. I guess you could do the same to kv2, is2, and other super heavy allied tanks, but they never really get used. Pershing and croc too maybe. A lot of times, in games going 40+ mins, I'll float 400+ fuel as okw just because I have tanks (kt or jt) that so rarely die that my fuel never gets spent, as opposed to mediums that eventually do get picked off one by one. Then, when they do die, the axis player (me or otherwise) will just call in another and "lol", while the allies scramble to make more mediums to replace their losses. It'd be like if there was some one man squad that had the same health of all the guys in a five man squad. 0 manpower bleed.
TL; DR, it should be punishing to lose a superheavy. |
Can we also please look into the OKW's Schwerer Panzer Headquarters and the Bofors?
Compared to a Bofors, it has much higher value and greater risk when it comes to deploying.
Canceling a truck will lose you the manpower and fuel you put into purchasing the truck. Having it destroyed after you put it down literally puts you in the stone age (huge resource setback and blocks off an entire tier).
A bofors can be canceled for a full return of resources and losing it is not the end of the world as it does not block off any tiers. In some games, multiple bofors are built (one at each major point such as a VP or fuel point).
You can't even force it to target a specific unit. One of the worst things I have seen is a tank run up to the HQ to soak whatever the little damage it does while Penals run up to it and throw a few satchel charges at it (or soviet/usf engineers with demo bombs).
Bofors on the other hand, does consistent damage against medium tanks and can kill a pz4. You can use a Stug for example, but the bofors can brace to buy a lot of time for AT to reach up (something you cannot do with the hq).
The bofors easily kills infantry and light vehicles with minimal effort and can thwart multiple infantry squads attacking from different directions by rapidly killing them and allowing the player to manually target and shoot specific squads (kill the one thats about to throw a flame nade etc).
HQ is much more susceptible to indirect fire.
The only thing the hq offers over a bofors is suppression. But, why suppress when you can shred infantry?
Bofors offers too little reaction time. Ever sent in a luchs or a flame halftrack and had it destroyed within 3-5 seconds? Any light vehicle that meets the hq has ample time to reverse/change their path.
Last, but not least, the hq is much more forgiving if an enemy unit's retreat path is in range. Bofors will straight up wipe a full squad (or multiple smaller squads) on retreat because pathing algorithm picks the shortest path (which sometimes happens to be the most deadliest).
I am not saying we should make the HQ like the bofors since HQ's are typically built further back from the front lines. I just want to see the both of them looked into.
I also posted this on Reddit (hopefully we will get some more opinions): https://www.reddit.com/r/CompanyOfHeroes/comments/691v1k/does_the_okws_schwerer_panzer_headquarters_need/
The bofors is also not free. Or 0 pop. The hq is still very good at wiping retreating infantry in my experience and can penetrate allied mediums decently. Odd that it can't be manually targeted, but again, it's free. In team games, having four trucks on the ground really does close off large portions of the map to flanks, even if they are made fairly far off the front lines, unless you constantly pound them with indirect fire. Let's not forget that sturmpios have easily the fastest repair speed in the game, further increased by veterancy and/or sweepers (but it does hurt a lot when they randomly get wiped by a stray mortar shell). |
I'm just gonna add that the only difference here is that 6man squads get's suppressed faster than 5/4models squads even from the same MG suppression source.
Huh that's interesting. So does a squad with less models get suppresses slower? Also, does veterancy on either unit (mg or infantry squad being suppressed) affect the time it takes to suppress? Because when mgs (his or mine) get wiped, they seem to suppress veteran infantry slower and when vet0 infantry go up against the same mgs they seem to still get suppressed fine. |
Mix Ez8 with M36 also works. I use the commander on city maps for the flamers. Not upgrading Bars to save munition is usually a bad idea unless you are really good. flares are good cuz it help you to flank.
As I said, flamers are usually why I choose the commander, as getting stonewalled by garrisons really sucks. That's what I was thinking about the bars, they just give so much extra dps. I'll have to try using flares more often then. I'm not used to having recon until major hits the field. |
It's a very flexible commander, you really don't need to be shoe-horned into going lt or cpt if you don't want to. Standard build and have 2 RE, one for sweepers.
The easy 8s are more tanky, can take one extra shot from hard AT before dying. Problem is they are very expensive, and the ai is a bit weaker than on the normal sherman. If you are snowballing early best to get a normal sherman first so it comes out quicker, get E8s later if you need to deal with armor. Don't fall into the trap of getting too many E8s; if the enemy doesn't have armor they aren't worth the price.
Try and hold both muni points if you can, you want to be spamming the phosphorus smoke in the late game to wipe infantry and paks.
Thanks for the advice. So you recommend mixing ez8s and normal shermans? And would you recommend still trying to get double bars or just favoring the phosphorus strikes instead? I mostly use it for the ez8s and flamers lol. How good is the sprint ability? The flares IIRC are kinda expensive. |
+1
excellent ideas
Yeah you know I do like these ideas. Not sure how I feel about the m10 one, as I think USF would literally always be forced to go armor company in 3v3+ though, just to frontally pen anything bigger than OKW P4s reliably. |