I thought I had won the game after killing two of his Comets, his Cromwell, as well as wiping most of his infantry, and both mgs, and both at guns.
Soon after, commandos came and raped me, along with the land mattress. I know I probably should have gone for a second Panther, but the panther is so shit against infantry, it's unreal.
The Commandos in the late game annihilated me. Closing distance, throwing nades out of cover. Could someone more experienced give some tips on how I could have played differently or better? |
Basically don't listen to anyone else only listen to me because I know the truth that you seek.
Tiger in 1v1 only sucks if you don't do the following, if you do the following it's a game winning unit.
- Upon getting the tiger out, slow the game down and consolidate your forces, your objective is to keep the tiger alive and get it to vet 3. To do this the game needs to last 45min+. At vet 0-2 it's a liability at vet3 it wins games.
- Keep the tiger in the centre, and ensure it's well protected with pak40s and a teller on the flank, do not let it fall prey to soviet ram and IL2 strafe.
- NEVER GO PAST THE HALF WAY LINE - keep the tiger in your territory, and use it to BLAP enemy infantry, and finish off wounded enemy tanks. It is a defensive unit.
- Stall until vet3, upon reaching vet3 the fire rate improves greatly, and it basically becomes an army destroyer, if you support it. Slowly push up the map, giving it support it needs, and you'll eat your opponent alive.
Thank you. This is what I have been looking forward to. |
Playing as Ostheer, and never can get this thing to work. It gets focused easily, dies to any AT, has shit health, Costs the sky and more, and generally never seems to be worth it. Before it at least allowed you to skip tech, now it literally serves no purpose, since tier 3 is so cheap. If you need AT just build a Panther, and if you need AI just build more mgs, or more P4. |
Hi, need help on dealing with this fucking bullshit blob. Mg gets killed before it can fire, scout car and flame halftruck worthless because of at rifles, sniper worthless, greens cant get a shot off, same with p grens. :/
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I played not long ago a really long and shit game against a sim city player. It was a nightmare. Even though it was 2 mortar pits and a Bofors, I was unable to counter them with double Mortar half-trucks, and a regular mortar. The mortars covered 2 VP so while I owned more of the map I was still losing.
However, then I came up with a brilliant strategy. I rushed his base with a tiger, Panzer 4 and stug. I had the fuel for this because I controlled more of the map and built a fuel cache. Killed his base, won the game.
Another Way is to get Encirclement Doc and close the pocket on him.
PS 1v1 player here |
Puma with heat shells is capable of taking on a t 34 if microed properly. Just hit it once, then faust, then proceed to shoot it form afar |
Sturmtiger is good IMO. The puma counters any tank rushes, so it is free to engage infantry without the threat of dying.
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Before you scream at me, I just want to say this is from the perspective of a person who played the doctrine, and because of that thinks its a bit op.
The reasons for this are:
1. The 221 is great if you make it survive. Early game you harras the enemy, and force them to get some at, which weakens their AI. Then you turn this thing into a cache. This gives you the ability to rush puma and Sturmtiger.
2. The Puma with HEAT rounds is godlike. Seriously. The thing takes on medium tanks with ease and if a tank gets snared its dead as the puma with sight outranges it.
3. The Sturmtiger got buffed, but not much. The thing is that it comes out very early and with the puma to repel mediums and lights, you get a powerful anti-infantry unit. Actually its anti-everything as the scout car lets you know where your enemies tanks are, and lets you ambush them with the Sturmtiger. The mobile cache comes into play here. The Sturmtiger comes out early and with the increased fuel supply you get it out very soon.
Maybe its just me but, I won almost all the games I played with this doctrine so far. |
Overwatch is good, especially in 1v1, but is not op. Goliath is entirely skill based. Flares are good, but they are one of the main focuses of the doctrine. For the Vaterland and sector, assault is okay. Jaeger Light infantry are good too, but come on. They are meant to be good. They have no Snares. The howitzer is useless in 1v1.
Ps, this is for 1v1 because I only play 1v1. |
Thread: OKW 22117 Dec 2018, 18:48 PM
The 221 is really good at the moment, I mean the biggest problem I had with it is finding out that a 50cal can take it out in 5 seconds. But against standard riflemen and conscripts and tommies, it does its job. Then when it can be upgraded, it becomes a mobile cache +
It can spot tanks through the fog of war, which in late game can be used to annihilate tanks with a Sturmtiger.
The only real issue is that its vet is rather unrewarding, I mean vet 5 gives Riegel Mines is amazing, but vet 5 requires you to commit massive war crimes for 30 minutes of game time.
I suggest moving riegels to a lower veterancy, while on vet 5 maybe give it adding extra resource income when hulled down on a point? |