Jeep, 221, UC, pretty much only Ost doesn't have ultra light, but they are the only ones who start with fausts/at nades.
IF they have a similar wipe potential, we don't need to talk about ppsh penals, or shocks inside the m3a1 but a single combat engineer with a roks-3 flamer is enough to wipe raks without the retreat ability in a matter of seconds, the 221 can come close but usually doesn't decrew at guns because allied players can have a ultra light vehicle of their own to hold it off, the armor upgrade comes rather late and is almost at the 222 timing.
If you would have tried playing the patch you would probably have noticed the weakness of the rak yourself. |
I don't think that argument works so well, because ALL ATGs are dead if there is a vehicle around that can go behind them if they don't have mainline or AT inf cover.
At worst case, you're only supporting why it shouldn't have retreat to be fair against other ATGs.
Other light vehicles and tanks arrive usually later if they have a similar wipe potential AND okw early game lacks snares, unless you go for pfusiliers and if you have to lock in a commander and get an atgun your opponent can just outblob or do other infantry based cheese against you. |
Health buffs would be unfitting as every other nation has halftracks that all share the same health, the only exception is the USF M15 Flak HT with the 37mm main gun and the 2 .50 machine guns that gets a slight HP buff at vet3 and suddenly becomes very hard to kill, as you are forced to faust it or use a vehicle/tank and a good amount of time to shoot at it. I still believe, that a slight supression buff or the possibility to ignore terrain to supress more reliable would go a long way to perform well against infantry while staying vulnerable to at-guns or vehicles and not being too dominant and punishing early on before the vet2 boni kick in. |
I think shifting vet2 boni around would cause new and more problems for this unit, same goes for the P2 which is kinda weak until it reaches vet2. The rather late full combat effectiveness stops them from completely dominating the field if the enemy is a bit late with own tech or did a stupid tech decision.
The biggest problem this unit has since the last time it got used regulary is that the supression was halfed, while I don't think this change should get completely reverted, it seems as a little supression buff (maybe by 1.3-1.6 times the current supression) could help this unit to be a keypart of an army that can support and needs to get supported. |
Interesting game: some offmeta commanders and some cheese, Unranked team as axis team of 3 (top20) + random around top50 as allies. Good usage of the UKF M3 halftrack. |
I had buildings bug out and every single one i looked at was filled with partisans (not in gameplay just a visual error), I could use buildings but the sight of at partisans everywhere is not helpful in tactical decision making. replay is linked below i have 4 more screenshots of different buildings (including okw flak basedefense and headquarters).
https://www.coh2.org/replay/95450/september-patch-preview-1-1-on-alliance-of-defiance-2v2 |
Good game a bit cheesy from time to time.
On a sidenote: the buildings on my end were bugged:
all buildings seemed bugged at this point of the mod, the mod appeared after partisans got called in from a building on my screen. |
Osttruppen in general can be viable if you want to play a bit more agressive and get more units on the field in the early game and then follow up with a slightly faster light vehicle (should be a 251/16 as you will have munitions for the flamers and it has a greater initial shock value).
The difference between Osttruppen and Assault Grenadiers for a t1 skipping strategy are that you can have more osttruppen on the field, those have a panzerfaust after the t2 building is completed and that they are way stronger in cover positions defending what you have captured, the problem is that you need other units to assault positions either flamer pioneers, panzer grenadiers or vehicles of any kind probably 251/16 or ostwind/p4 in the lategame maybe stug e or brummbär (sometimes a sniper works well with osttruppen but those strategies work with grenadiers aswell).
The community defense commander can be useful in teamgames but should mostly be used for the osttruppen the pak43 or the sector artillery to hold positions, The other Osttruppen commander is sometimes more useful as the railway artillery can be used to oneshot howitzers or vehicles that driven over riegelmines or british forward headquarters, another nice touch of the original osttruppen commander is the artillery field officer that allows you to use your panzerwerfers twice before the first cooldown has ended with one of his abilities while the other 2 offmap strikes allow you to replace mortars and to push into enemy lines or atleast disturb the vision and forcing infantry to reposition.
I think in general that the concrete bunkers are currently horrendously overpriced as they almost cost the same manpower as an artillery piece that comes later, but can easily counter them and retains is usefulness afterwards, the bunkers can also be countered fairly easy by atguns and the manpower cost usually sets you back quite a bit (might leave you open to light vehicles if you skip a cheaper pak40 for instance). |
It always depends where the enemy isn't - attack the sectors that give you the biggest ressource advantages while costing the least to capture (in other words the least defended). If your enemy just had to retreat or is playing very defensive on a single spot you can try to split up and take multiple sectors at once or scout multiple sectors for resisitance and follow up with light vehicles, tanks or artillery on positions where the enemy dug in.
In general 3 or 2 normal sectors are easy to take and faster to cap and decap and on corssroads are near the cutoff for the natural fuel but they are harder to hold and defend for you. Denying ressource can be way more valuable then gaining ressources if you just brought out your light vehicle or other units worth of rushing and it might be a clever idea to play on rather low tech for a time (as long as you can keep your enemy on a similar tech level). |
I heard there was a bug that counted S-Minefields as entities, thus as lost models for the statistics some of the barrels and other objects in the base sectors also count and make it possible to get the screenshots: "Opel Blitz Teamkiller (5)" or similar. |