the nightmare on flanks to mortar emplacement is the bofors, which kill all infantery on retreat....even if 3 sqauds retreat from different direction ....its awefull how fast the bofors can turn its turrent and kill single models...
Especially when you consider how little a Bofors cost but how much trouble it is to get rid of it. Think about it, the Bofors only costs little more than a 222, but it can hold flanks on its own (more or less, like a Schwerer) until the late mid game. Then, as a Brit, you can safely attack and fall back without worrying to lose too much territory. |
Its not only about which side is favoured, but also about map design overall. Take Pripyat Sector, I dont even know how this map is allowed to exist. Two VPs and totally safe fuel means endless camp fests and arty cancer, but its not necessarily favouring one faction or side. |
Yeah I feel like Wehrmacht relies on PAKs since they dont have a non-doctrinal good tank destroyer. I mean the stug is there but it is terrible. Every other faction has good non-doctrinal tank destroyers. Then in the late game I find very difficult to micro these support weapons due to the abundance of rocket arty at that stage of the game.
Personally, I think that the Stug is amazing and one of the view things that keep Wehr alive (with Mg42, Paks, the Sniper and maybe the Brummbär). Definetly more useful than the stupid Panther... |
Good Day Kamaraden!
I have been struggling to deal many things some of which are: USF rifle blobs, Penal blobs, Late game T-34/85 and T-34/76 spam, and ridiculous spam of Katyushas and Calliope or Callipsos as I like to call them.
I think you are right in the sense that you need a lot of micro as Ostheer, maybe more than for other factions because of your reliance on team weapons. You constantly have to re-position your team weapons so they dont get flanked/artied to death.
Then you have to consider this: if an enemy loses a squad of - lets say - Rifle Men, he loses one squad. If you lose an MG42 to the enemy, you not only lose a squad, but the enemy effectively gains one. I think thats the largest weakness of Wehrmacht, the reliance on team weapons, which often will be used against you. And once a Soviet player gets a 6-man MG42 to back up his Penal hordes, it's pretty much gg. So, in team games you really have to work together with your mate to protect your team weapons. |
*panzerwerfer is now to weak
FTFY |
Regarding the grenades I'd factor in somehow the amount of micro pressure you can exert on your opponent by using them. Compare incendiary to pineapple for instance. When usf researches grenades and uses them plenty it creates a lot of pressure imo, because wrong or delayed decision easily result in squad wipes. The same is not true about incendiary or molotovs. The game is too complex to break it down to a simple list of numbers as clear cut as you seem to perceive it imo.
I agree, you have to consider the different use and effectiveness of grenades. For example, the Füsiliere come with free nades that are mostly worthless, the Brits and US grenades on the other hand often get wipes. While the Bundle nade is very effective (as the light gammon nuke bomb), it only is available for elite units. And satchels/gammon bombs serve a very specific purpose that is not anti-infantry combat (if your oponent isnt sleeping). But you can hardly compare incendiary nades to pineapple or bundle nades. |
This post is kind of stupid. You cannot spam the flares even though you usually dont starve ammo as OKW with that doctrine (nothing to spend your ammo on except upgrades and mines). But in order to detect a flank with it, you would need to anticipate where it comes from and call in the flares beforehand, so its not like the cheap map hack devices like the IR-HT or the Valentine which make flanks truly obsolete.
Oh, and talking about the Valentine. How about the Brits flare ability, where literally the whole front is revealed for the same price? Which you dont even need because you can order arty into the fog of war, because screw tactics or recon... |
The thing is that Stuarts, AECs and T70 are shock tanks that help you to get a bigger advantage in the mid game. Of course the Luchs also has a big shock factor as it rips inf apart in seconds, but in this case it acts like a single counter to a current Meta strategy. Lose your Luchs and you lost the game. Lose your Stuart/AEC/T70 and you lost a lot of fuel but by no means the whole game as they are not necessarily needed to counter something.
This. Played a 2v2 yesterday, enemy had Penal blob/Sniper/Lend Lease plus the T70 ofc. He lost his T70 instabtly, not even a single kill, but it didnt matter. He could still easily overrun my side and take half the map. Then I lost my Luchs to a ridiciolulous long-range shot of a Su-76 and the game was literally over despite having lost nothing else so far. The enemy however lost a whole penal squad (to his own demo ironically) and lost insane amounts of mp because of blobbing into the Luchs, but in the end the lend lease cancer was too strong.
You are right, the light vehicles for allies are only a "bonus", which help you to harrass the axis even more and basically allow you for far superiour flank control (hard to fight in the periphery when you have no mobile at to cover your infantry). However, if you go Mechanized, the whole game depends on the Luchs, lose it early and you lose the game.
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Easy fix: They should implement that you get an immediate bugsplash as soon as you pick land lease. Would be deserved anyways. |
Yeah feels the same as choosing conscripts over penals. You don't.
Yep, this essentially feels like a new Osttruppen doctrine, but if it's really needed is another question. Rather have a unique one, where Volkssturm actually has its place. |