I just wanna play it now |
I recommend getting penals. The PTRS will counter light vehicles and satchels heavily damage larger ones. Then get a t70, the small tank that does a lot of damage against infantry, this should allow you to put pressure on your opponent. Then you have 3 options to deal with tanks depending on your fuel relative to your opponent. With no fuel, get tier 2 to get an AT gun(s). with a little bit of fuel, get a su76 a very underrated tank. and with a lot get a t34.
Mines win games, use them.
When your new, tank swarming is not that bad, just remember t34 is the best with it. However, you need to support your tank swarm with infantry. So send in the penals first and when they find the enemy hit them with the tanks.
Late game, the su85 is your best option for killing large amounts of tanks, just make sure to have it at max range. |
Question is in the title, but are there any units which have really good veterancy bonuses which I can get early by moving veteran crews around? In contrast which vehicles have crap veterancy bonuses so good crews should moved elsewhere?
Thanks in advance |
Thread: Ostwind31 Jan 2019, 03:57 AM
Make the Ostwind a better tank for countering blobs to do this add ether suppression or more range (maybe both). This stops the tank being a pure DPS weapon like the centaur or brumbar lowering the number of wipes. |
Thread: 1v1 UKF31 Jan 2019, 03:30 AM
For the trenches, they should not be constantly garrisoned, just when they are needed. If you are worried about them taking your trenches place mines on the entrances and build them so their MGs will not be able to shoot at where you will attack from if you lose them. The IS have 2 upgrades, medics, which is needed for at least 2 squads and the artillery smoke. The smoke also gives a line of sight bonus which stops preset MGs from hitting you before you see them. It also allows you to call artillery on strong mg positions eg buildings. Personally, I will get a Vickers on my UC so when it gets snared the suppression will stop any follow-up. It will also kill a Kubel like this. |
Thread: 1v1 UKF30 Jan 2019, 18:26 PM
UKF as a faction struggles earlier on in the game but is a force to be reckoned with later on.
Tanks: Your armour is the best in the game if used correctly. I'll normally get an AEC for countering light vehicles first. Then a Cromwell but if I'm winning ill get a centaur to close the game. Then likely a firefly which has massive range. Situation dependent I'll go for a Churchill. The Churchill has the biggest health of any tank in the game so is great for sinking shots while the firefly removes OKW panther/tigers.
Infantry: Infantry Sections(IS) are arguably the best mainline infantry in the late game. They need to have 5 man squads, grenades and bren guns. They also have cover bonuses so need to have cover to be effective (ideally green cover). An IS with brens in green cover will reliably beat fallscrimjager in green cover. The sniper is powerful too but is hard to use.
Because your infantry requires cover build trenches/sandbags to defend your cut-offs. If in the right positions these will repel infantry pushes effectively.
If the fallscrimjager are behind your lines, cutting you off send your tanks and place your infantry on their retreat path. Grenade the retreating squad They will lose 440 manpower.
If you held the map, OKW would not have had fuel. Because of this getting a centaur would have won you the game. The centaur has insane damage against infantry and can kill rackettens with some luck. It cannot damage tanks though which is why it's not good in an even game.
Mines win games, Use them.
Overall UKF is not an easy faction to play but it is effective for more experienced players. In contrast, OKW is effective with simple blobs so is good for noobs. Because of this, you need to expect to lose brit games initially while you work the game out. Good Luck and Have fun! |
With this new update does anyone know of which doctrines are now viable and how to use them? |
Part of the issue is that panzer 4s are overperforming, if they got nerfed, the ostwind would be more viable because the p4 will give enough anti-infantry. With this considered I would slightly buff the range on the ostwind and lower the AI damage on the p4. By doing this it would stop Wehrmacht from becoming more OP. |
I've got some questions that I need to be answered:
Should I merge with the conscript on penals and other squads?
How do I play the m3a1 scout car, I consistently lose it?
Which doctrines go well with t1?
Which vehicle should I get from t3 or should I go straight for the t34?
Thanks in Advance guys! |
You have underestimated the extreme importance of mod support. It significantly improves a game for these key reasons:
It allows fans to enter thousands of hours into making for game better for free
Graphics Mods allows a game to look amazing for longer take Skyrim, with modding, the game looks awesome even with it being so old
Modders content can and should be used in the vanilla game maps, units, idea, etc
Mods give a game new content so the player will play the game for longer
Because Modding is so important can you do these things,
Make the game easy to mod.
Have events where some of the best mods content is added into the base game.
Encourage Modding - prizes for the best ones
Give modders control over basically everything in the game so they have a greater scope to work with
Make a better world builder, mine crashes on startup
The one issue however with mods is that they often out-compete DLC as why would you pay $3 for extra content when you can get it for free
My second gripe is please please don't rush this game, it needs to be released polished balanced and bugless. A bad start is game breaking. |