If players are coordinating to destroy the ML-20s it should be killable, the same with LefHs. Like I said though, building AA isn't foolproof and depends on map. 1v1 and 2v2 maps may be too small for Recon to be shot down in time but I wouldn't say superheavy TDs were a problem in the smaller games and neither are ML-20s/LefHs common either. With less players flanking should be easier though.
Just to confirm in your test, where was the ML20 on the map and where was the AA placed? Using Russian AA halftrack I have had no isssues previously although on larger maps than rails and metal.
Bofors is bugged yeah, It does shoot down planes just rarely. On 3v3s and 4v4s shooting down recon is a lot more effective.
Uncounterable Recon does exist but is rare, only OKW commander with it is special ops for example, but that's why the other counters exist like satchels/Il2 bombs. Also when taking into account other players helping coordinate to counter ML-20s, the soviet player will also have allies to coordinate with, perhaps with Priests or Sextons, in which case the soviet player does not have an issue. |
Elefants are not difficult to counter as Brits or USF.
With all these german units that people complain about, artillery dominance is key, it gives you options.
USF go Infantry company and Priest it to force it to move. Priests can quite easily squash it anyway but once you've forced it to move either attack it whilst it's moving with jacksons etc or when it goes for repairs, shell it again and kill their engineers.
UKF it's also not difficult, go royal artillery for sextons and do the same, or use them to gain artillery dominance to allow you to build a 17 pdr emplacement, the emplacement outranges both the elefant and jagtiger and will beat them 1 on 1 forcing the super heavy TD to fall back giving you more space and prevents TD creep. Alternatively force it to move like with priests and attack with comets or cromwells.
Fun fact- it takes 2 AVRE shots to kill an elefant as well... get a mate and go double royal engineers. Not as effective as the other solutions and more difficult to pull off but holy **** is it funny. XD
But this post is about Russia. Russian solutions are definitely more fiddly due to no mobile artillery guns so I get the point of this post, but they most definitely are there. Satchel spam works great, artillery works great, Il2 bombs works great too.
Also: JP4 is a very good TD, the main problem with it is that it's not a panther, imo late game best rule to follow is any vehicle that isn't a Panther, Brummbar or Panzerwerfer/Stuka zu fuss is probably a waste of fuel most of the time unless you know what you are doing +Tiger 1s/ace. 1 Superheavy TD per team is good too but no more than that. It's not that the units are bad at all, it's that the units I mentioned are too beautifully perfect not to be buying right now. |
I'm not sure where the AA comes in, stuka dive-bomb has no actual plane.
As I said, they need to have line of sight to use the Stuka ability, which requires either diving the ML-20 with units which should be difficult or you've built it in the wrong place or defended badly, OR more likely they call in a recon plane commander ability.
The AA will shoot down the recon plane before it reaches the ML-20 and they won't get line of sight, thus they won't be able to use the stuka dive bomb, or any other strike (e.g.-zeroing/railway arty), on the ML-20, meaning they cannot kill it.
Recon abilities are EXTREMELY important and powerful for a multitude of reasons. |
Ok... that stuka dive bomb video made me snort a little. XD
B4 is pretty damn accurate when you have line of sight, I was doing that with my mate the other day. Anti concrete rounds are pretty effective against steel too.
Also you can't Stuka without recon. Build AA and don't build your ML-20s in stupid places and watch your flanks. It's not fool proof no, but it should be fine if you do that.
Aside from that, elefants and Jagdtigers have virtually no anti infantry, just snare and satchel them. If they have MG's to suppress you, smoke off with mortars and then do it. Or if they are bunkers, Katyusha them.
Russia don't really fall short in any area of their roster right now if you ask me. |
SU-85s will annihilate JP4s, SU-85s can self spot using their ability, JP4s cannot, so SU-85s played correctly should win every time. Against elefants, Snare + IL2 bombs is great or satchel spam. I would use artillery though, Like someone said, priests and sextons work very well but for soviets the ML-20 isn't bad.
This isn't because it 'destroys' the elefant/jagdtiger as such but it FORCES it to move. Superheavy TDs are most vulnerable when moving, allowing them to be flanked or dived, even if this isn't possible, a moving superheavy TD is not going to be shooting back at you, so congrats you've made the unit irrelevant. Which in my books is as good as a kill.
Failing ML-20s, spot it with a sniper or vet 3 T-70 and squash it with a B4. |
centaur can be out pretty quick, triple section and a universal carrier with a vickers should be enough to hold back the tide until centaur, if not , something has gone seriously wrong. The issue with the centaur is by the time you get it, they will have a panzer 4 or stug pretty soon. |
If you are USF:
The mortar, 50 cal, and AA Halftrak are all really good for this actually. Except, other than the mortar, you don't get access to those until potentially too late. Though really the thing I have found is..
...Freedom Blob is best Blob. Why try to take the high road when your faction is basically locked into spamming riflemen anyway?
AS UKF...
...no clue, cuz I don't play them. Sorry =(
Anyway, take my advice for what it's worth -- jack and shit.
Freedom blob best blob indeed but volksgrenadiers will win once they get STG44s and they can get them way before you can get 2 BARs to counter.
m1919s on the other hand rek volksgrenadiers so hard. Best counter imo, rather than teching for MGs early and screwing yourself over for AT, is counter blobbing at first, using fighting positions and backing them up with howitzers and grabbing a scot as your first tank, it's literally just a fast brummbar.
As UKF, centaur vet 1 strafing fire squashes everything. Or a cheeky commando demo charge will GG them instantly. If it's a CQC map like Ettelbrucke station, spam 5 man sappers. 15 sten guns beats 6 stg44s everytime. |
OKW STG-44 blobs are tricky, they out trade virtually everything in combat and have very powerful vet, you HAVE to wipe their vet otherwise they doomspiral until they are impossible to deal with. Volks are particularly dangerous as they also have snares so using tanks requires intense micro often.
OST blobs aren't so bad, they are too expensive to be worth doing really.
Blobs can be countered pretty easily by spending munitions, build muni caches instead of fuel if you are facing blobs. Also getting Artillery superiority is very important.
Also mines aren't terrible as someone said, mines are not limited to killing 2 models. They are limited to killing 2 models PER SQUAD. Well placed mines will kill a lot of people.
Anti blob:
Soviets:
-t34-85
-AA halftrack
-katyusha
-Guards using 'Hit the dirt' trade pretty well and take no damage from them.
-maxims backing up maxims (overlapping firearcs)
-KV2 or KV1 is good too, or KV8
-T70 is very good early game if you micro well.
-Engineer demo charges, instant GG if you pull this off. (use mortars to smoke off so they don't see you planting them)
-Il2 pinning call in + shock troops.
-120mm mortars
-Conscript PPSHs for CQC.
USF:
-50 cal pins almost instantly
-AA halftrack
-fighting position spam
-Rangers, Thompsons for CQC or BARs for range, rangers nearly always trade out better.
-Rear Echelon flamethrower spam (really dirty, really funny)
-Sherman HE or sherman 105
-Scot
-Assault engineer demo charges, (smoke off with mortar so they don't see you planting them) This will win you the game.
-Rifleman with m1919s, trade out extremely well from long range.
-Calliope or Priest
-Pershing Tactical nuke shells.
-Pack howitzer combined with suppression works well.
(Combine pinning with any of these to wipe easily)
UKF:
-Vet 1 Centaur strafing fire
-Churchill AVRE (GG no Ree blob, can fire every 25 seconds at vet 2)
-Any Churchill variant, Croc/avre are best but infantry tank works very well too.
-Commandos trade out well, especially when vetted and when yeeting gammon bombs from camo.
-Commando demo charges (absolutely devastating when placed well)
-High vet Commandos trade out exceptionally well.
-Infantry sections with Vickers K trade out very well at range and from cover, The closer they get, the more damage you do.
-Bofors (only with artillery supremacy)
-Universal carrier with vickers works very well early game.
-Sapper spam on CQC maps. 2-3 squads of 5 man Royal engineers absolutely destroy Volks in close quarters en masse and are significantly cheaper than infantry sections. Go anvil for Armour if you are defending.
-Possibly land mattress. |
Current bugs I have noticed:
-Churchill AVRE abandoned whilst reloading results in permanent gun break that cannot be repaired (talked about in other thread)
-Commando Regiment Assault not working at all on Rhzev Winter. (Talked about in other thread)
-Commandos shooting automatically when on hold fire stance when entering other units line of sight.
-Machine gun crews sometimes not recrewing the MG when gunner is killed when garrisoned.
-(might be intentional) Commandos can plant demo charges even when pinned. |
It doesn't have to be, it allows you to attack LefHs. It's not as guaranteed as IL2 bombs but it's pretty damn good if you ask me, it has a bombing pattern, so if you position it right, it should destroy the gun almost all of the time. First bombs to drop are similar to IL2 bombs but not quite. It works often enough for me anyway. And it kills everything around it too, including other LefHs, So it's a bit of a trade off. |