This is not true like at all. Axis is much easier with randoms and at lower rank bracket, Allies are much stronger at high rank play, where people actually understand what they need to do, and if they play as a team.
The only relevant complain could be that Allies need specific meta combinations and tactics in order to maximise chance win, while Axis is generally having a bit more freedom to chose how they want to play. Well and Allies are generally harder to learn then Axis.
Not really true. Allies only have the "upper" hand in 1v1s in higher ranks. Top 10 rank, 3 v 3: I'm betting on the axis. Especially vs USF. Soviets have the widest choice. Especially with the map design in 3v3 where flanking is hard, or time consuming. Also would never bet if there is a brit in the team. top 300 axis team vs top 100 brits, I'm still betting on the axis.
The only thing USF has to know what to do is pick pathfinders to counter pio sight + MG42 wide arc on lane maps.
Brits have to know "nothing" really. If you play on a tight small map, then assault sections are a must with a mortar. |
I can't say from the perspective of an OKW player, but I can say from a perspective of somebody who plays against OKW.
I hate:
a) Pfussies --> excellent run'n'gun, excellent damage, excellent vision, excellent utility. Downside is that they are weak early game (before G43), but they more than make up come lategame.
b) Kubels early game on open maps with low cover (Steppes kubel is OP in 3v3).
c) Spios charging to the frontlines instead of capping point by point. Only way you can win against spios charging is by standing still and already being in cover (rifles, conscripts, ISection; Not CEngineers or REchelons -> those 2 die either way)
d) King Tiger late game with Spearhead on 90% of 3v3 maps (it's a free buff with no downsides basically) |
Even if it was 30 fuel it still wouldn't be worth it because the Stuart is hot garbage. Hands down the worst unit in the game next to Partisans.
The Stuart is basically a 70 fuel armored version of Rear Echelon Troops that does 0 damage and offers zero utility. M20 is like a King Tiger in Comparison to the Stuart. It is just that much better than the Stuart.
In teamgames mostly. But in 1v1s it does do it's job decently. AT is ok. Abilities are decent. AI is nothing to write home about, but is consistent. Veterancy on it is great, gaining vision.
Wouldn't really call it hot garbage. It's not as specialized as luchs, T70, flak HT, or AAHT, but it's more generalized like the AEC. Stuart and AEC are more 1v1 (maybe 2v2) unit, where there aren't a sh*tload of infantry |
Stuart is in a good spot. If anything should be changed, it would be the fuel price. It's more suited to cost 55-60 fuel. |
In a game with half decent players if you lose your flak base before you get armor it's pretty much gg.
Is it even possible to lose the flak so fast in a teamgame? You'd have to overextend AT guns, which means one flank from ally it's gg for you. Not to mention the length to actually destroy it. Unless you have such a mass of indirects that nothing can withstand it, but then you wouldn't really have any map control. Of course, there are "let me put the flak HT in the middle of the map" players. But that is either "you snowball so hard you can put it" or it's your first time playing. Haven't seen a destroyed flak before the first armour comes out. Maybe during construction if penals found it.
KingTiger is either a luxury someone can afford due to playing against retards or a last chance to turn the game. If you play your cards right you would never be in a situation facing a KT.
Not really true. This implies that OKW has a weak overall roster. If you have 2 teams of top 10 players playing each other, where mistakes are seldom, KT will be on the field if the game prolongs. To never be in a situation facing the KT, means that you have to capitalize on the weakness of OKW early on. OKW in teamgames has few weaknesses against all but soviets. And even against them, some maps deny the soviets. Not to mention that you could have a brit in a team, which in 95% of cases means that you have to really bring your A game. The few weaknesses OKW has can be rectified by a commander choice (and overall most OKW commanders are great, and they have a full stock roster) |
'Tis but a scratch! |
Penals get a -2mp reinforce cost bonus when t4 is built, so I wouldnt necessarily call 25mp "expensive to reinforce", but wiped penal squads in late game are indeed best to be replaced by 7men cons
Yeah, they aren't AS expensive, but still not cheap... and are still 6 man, with a pretty high RA compared to others. And when the shell lands, it does not discriminate. I've often seen penals retreat with 2-3 models, meaning 3-4 have died, which is about 75 to 100 MP. So compared to, let's say Obers retreating with 1-2 models left. It's 80-120 MP, which is a negligible difference (a couple of seconds), whereas one is much stronger in the AI. Obers, of course being more susceptible to wipes due to the lower model count, which is countered by the fact that their model spread is good. Heck, even I, who only exclusively uses ground target against infantry (especially the Pershing), have trouble completely wiping obers.
Penals on the other hand, have a circular spread, which greatly influences their susceptibility to anything that goes BOOM. |
Yeah. Obers, Pgrens, Falls are best fought with something that goes "BOOM". You can use some doctrinal options like paratroopers and prone guards, but it's still not as clear cut.
Katyusha is against blobs. If the enemy blobs 2+ obers and other infantry, use the shotgun katyusha -> drive up closer and let it rip. Once the enemy retreats, stop the barrage so it goes on CD sooner.
One T34 for the possible RAM and some AT/AI.
One katyusha for blobs
One SU85 for AT
Maybe 2nd katyusha if the enemy is really investing into infantry and team weapons.
Rest is conscripts or penals. You generally don't want penals in the late game. Expensive to reinforce and not really tough when it comes to survivability. Whatever you have left of penals in the lategame, use them behind cover to guard points, don't assault with them.
Late game 7 man cons are your bread and butter:
A) Enemy behind cover? Molly will keep them out of cover
B) HOORAH
C) Really fast AT snare animation
D) Good survivability
E) Lots of yellow cover so they get nifty bonuses |
A carnage of a game. Lost in the end but was fun.
Another proof on how you absolutely have to dominate your lower ranked opponent that is paired in "your VP lane", but sometimes even that is not enough. |
or you are able to utilize smoke\abilities\multi-directional pushes mentioned combo wont really save the KT
I just love multi directional pushes on maps like Rheine or Redball or [insert 90% of teamgame maps here] |