Interesting how different UKF builds are for team games. I personally go heavy IS strat with a fast tech and 5 man squads right after teching.
My typical build is IS MG IS or IS UC IS. After that I tech and immediately go 5 man bolster. My general strat is to scale my IS as fast as possible. After 5 man tech I typically go AEC Sapper Sapper most of the time. I use to go sniper a lot but Ive kinda moved away from it. I get weapon racks after AEC usually since you can get 2 brens on IS pretty quick in team games.
Is UKF munition starved, as USF and Ost are? |
At least we can give smoke grenades to the starting RE squad for free, while the future squads will have to wait for the upgrade. This will make USF players more careful and it will also boost RE's survivability as the player will be extremely careful not to lose his starter RE squad.
PS : With the high rate of fire of the MG-42, 2 squads approaching from different angles, will get pinned no matter which squad the MG will target first. The time to recover from yellow pin is pretty long. And please, don't take this comment as an excuse to nerf MG-42. It's fine as it is. |
They are too cheap, too spammble, consistent damage, they throw those incendiary grenades like pro baseball players, plus they make the entire garrison/cover play style look like a joke and toward mid-late game are like terminators. Either do something about the STG upgrade/flame nade or make them more expensive to reinforce and call it a day.
Actually, the thing is that Axis mainline infantry is strong early game, while Allied mainline infantry is weak early game. In the mid-late game, Allied infantry is stronger, while Axis infantry is a little bit weaker, but a thing worth noting is this : Axis infantry doesn't drop weapons upon death/wipe (Volks actually), while Allied infantry does drop weapons upon death/wipe. Which means that Volks are fine. Especially in the early game, supported from Stumpioneers.
Gameplay advice : Use cover, deny cover with nades, and in case that he blobs, blob yourself and make a blob showdown. It's that simple. Bring Commandos, Shock Troops, Paras, Rangers, bring Shermans, T-70s, whatever you can. He blobs, you blob. It's an eye for an eye. |
I just want to point out from that Katitof quote, the Soviets were the ones attacking the city for a significant portion of the battle, once the axis had occupied it.
You can consider this as Active Defense. There is also Passive Defense, which is also known as static defense (trench warfare from WWI, Maginot line, Metaxas Line and Siegfried line). |
Isn't urban combat close quarters?
This is the definition of Close Quarters Combat :
Close quarters combat (CQC) is a tactical concept that involves physical confrontation between several combatants. It can take place between military units, police/corrections and criminals, and other similar scenarios. In warfare, it usually consists of small units or teams engaging the enemy with personal weapons at very short range, up to 100 meters, from proximity hand-to-hand combat to close-quarter target negotiation with short-range firearms. In the typical close quarters combat scenario, the attackers try a very fast, violent takeover of a vehicle or structure controlled by the defenders, who usually have no easy way to withdraw. Because enemies, hostages/civilians, and fellow operators can be closely intermingled, close quarters combat demands a rapid assault and a precise application of lethal force. The operators need great proficiency with their weapons, and the ability to make split-second decisions in order to minimize accidental casualties. |
Thanks for nerfing OKW so badly that its almost impossible to play my favourite faction, good job being such incredibly unimaginative people who just love to make people hate a game so much that they just want to delete the game. I have over 4000 hours playing this game and my love for this game is disappearing fast
If your are dissappointed about OKW, what should UKF players say? UKF has been hit with Mjolnir itself (not even a simple nerf hammer). Take it easy bud, it's just a game, changes come all the time. |
Honestly, MG unless you want to lose it in like 2 seconds. Especially against ostheer, the flamethrower requires way more micro than the mg because it only barely outranges grenadier fausts and gets 1 hit by pgrens with double schrecks, and against okw it usually dies to a raketen if they get one since it only takes one shot and a few rifle hits. There’s a few times where I’d get the flamethrower (like serious mg spam) but it’s very situational and IMO the mg does enough dps to make it better in almost all situations (and it can suppress with the ability) and is surprisingly easy to keep alive for a t0 ultralight vehicle. I’ve had 1v1s where the thing holds a flank all by itself for a while and then baits in a tank to dive on it and be killed by my aec immobilizing it and armor and at coming in to finish it off (sometimes the UC even survives lol). Never had a flamer UC make it past 15 minutes as far as I remember. I think the mg also shoots down planes sometimes, making it the cheapest AA available (not counting pintle mounts on usf and axis tanks).
Well, i guess that i have to try it to see. |
I don’t build additional sections in like 90% of teamgames. My build order usually goes
(Starting section)
Hmg
UC
Tech up to t1
Sniper
Engineer
Aec sidetech and aec (asap in case of 222s or luchs, but the aec will remain useful throughout the game even against kts and the like because it can immobilize)
Weapon rack tech
(If I’m going mobile assault) 2nd engineer for flamer
2 commandos and an at gun in whatever order I can get them
Tech up to t3
Rely on my teammates and at gun + a sapper with PIATs + aec + sniper turret lock shot as at and rush a comet
I like focusing on commandos instead of sections because commandos are much more cost efficient and you can get through the early game provided you’re smart with the UC, starting section, and vickers, and can often do it without even losing models or retreating. Commandos give you a lot of float if used right because they will inflict exponentially more casualties than they receive if you focus on ambushing and controlling engagements so you’ll win (i.e. backing off until you can, say, distract him with other units or suppress his infantry with an mg before engaging) and are great at wiping squads since they can camo and your enemy will be more or less unaware of them and retreat easily killable squads into the path of your commandos. Commandos are really the only reason I even play brits still and kind of have to carry you for all stages of the game where they’re present. My commander loadout is usually just all 3 commando commanders, which I basically pick from based on powerful offmaps (commando regiment), land mattress and flamers (mobile assault), or croc (vanguard).
I usually just don’t get the bolster upgrade or mills bombs until I’m almost max pop, since commandos will be doing the brunt of the fighting lol.
Really my best advice is make the most of commandos and heavily emphasize combined arms with literally all your units at all times. That’s where all the British potential lies right now and otherwise there’s not much reason to not just play soviets, as the gaps in the Brit roster hurt sometimes. It’s very workable though, and is very fun and effective if done right.
Flamethrower or MG on UC? Which is better? |
So, it's about time to play as UKF. So, some advice would be very helpful
Things you should keep in mind when posting on this thread :
-Mode : 2v2, 3v3 ONLY
-Build orders
-How to play as UKF
-What's my objective as UKF
-What commanders are suitable for the faction
-Which units are preffered
-When to get weapon racks
-Is it worth boosting the Infantry Sections to 5 men? |
The shock troops in WWII where offensives troops with the mission to create gap in enemy lines. That is why they where equipped with body armor which would little point in wereing if they where used in defensive positions.
According to what i searched in google, the meaning of Shock Troops is the following :
Shock troops or assault troops are formations created to lead an attack. They are often better trained and equipped than other infantry, and expected to take heavy casualties even in successful operations.
"Shock troop" is a calque, a loose translation of the German word Stoßtrupp. Military units which contain assault troops are typically organized for mobility with the intention that they will penetrate enemy defences and attack into the enemy's vulnerable rear areas. Any specialized, elite unit formed to fight an engagement via overwhelming assault (usually) would be considered shock troops, as opposed to a "special forces" or commando style units (intended mostly for covert operations). Both types of units could fight behind enemy lines, by surprise if required, however.
Although the term "shock troop" became popular in the 20th century, the concept is not a new one, such as the utilization by Western European armies of the forlorn hope. Presently, the term is rarely used as the strategic concepts behind it have become standard contemporary military thinking.
With the same logic, Rangers can also be considered Shock Troops as they are speciliazed in frontline assaults. In Ancient Greece, the Greek forces that fought in the battle of Marathon were also considered Shock Troops, because they led the attack. They caught the Persian army by surprise. |