Fisrt you need to push off that giant infantry blob around FHQ, so use MG34/42 for suppres OR indirect fire from flak halftruck, OR go for fast Luchs. Then flame-nade it to death. "Foiersturm" is very potient against it.
Also, rushing and wiring off key buildings to prevent enemy from enter is viable as early countermeasure.
Also-Also, you can always ask your Wermacht teammate to get some mortars or PaK40, because LeiG cant really damage buildings. However, its shells are rather good against infantry inside said buildings.
Dont forget, if said doctrine is chosen, that without FHQ, your opponent does not have accses to SUPERIOR RED ARMY GUARD blobs ot GLORIUOS T-34/85s blob - it is only maxims, penals and regular stuff. However, he still can get that little 45-mm cannon, that hard-counters any sort of light veichle, but cant do shit to StuG/PZ4.
Also, if encountered in team games, then it will be obviosly like so - one player spam FHQs, another spam with guards, and third is going for fast tech-up. Dont forget to hold "CTRL"button to see, which player you are against. If you see, that there is two or more, then inform your teammates, that they should push.
FHQ itself is rather expensive - 300MP/30 fuel, which delaying these life-saving upgrades for conscripts and another penal batalion for good two or five minutes - incliding those resourses thah he will spent on reinforce his troops for actually holding FHQ - use that time effectivly to steamroll from another flank or change your direction of attack. Do whatever it takes, but DO NOT KEEP RIGHT-CLICKING YOUR TROOPS ONTO FHQ AND HOPING FOR BEST!
For the mg I too think its a bit bad because it has almost the mg32 placing tear down time but nots its qualities(super fire arc and super suppression) but for the raketen i find it quite nice. its not as long range as other AT but its fast to move and it can get quite good if it vet.
indeed droping an mg42(very good with volks) and a pak(combine well with a raketen) can help the OKW, but what is OKW doing for you?
its nice to help but if you have t full carry the OKW there may be a problem.
From what I know about OKW, his stormpios can drop some meds on field for your grens/pzgrens(or on base), volks can smoke out these bloody HMGs in buildings with flame nades while grens taking the beating, and for sure some quickmines from sturmpios sounds nice for me.
While Werhaboo chills on background and supports OKW, OKW guy carrying whole early-game until Werh hits at least 100 fuel in total or got battlephase 2, then you can just spam tech non-stop.
Howewer for it to work, you got to have god-tier cooperation level with your teammate - voicechat at least, sitting next to each other at max.
IMO, Engi-Sherman is still a viable option, if you playing agains 5 squads of volks, or if your opponent spams infantry like crazy. Also it can be used to create some cover in chokepoints(same as sandbags, but way more durable and faster) - or destroying it and others obstacles. And of course, "the feeling of pride and self-respect" for these cheesy shots.
Still using Armor company mostly because of special engies - it is like having 80% of sturmpios, but with good mines and a flamer. #change_my_mind
I think aaa was worse than vetlolcake, although they were closely delusional.
Btw. Read vetlolcakes first post on this forum, looks like in the end ballancing patches did everything he was asking for and people thought his post was so insane back then
At least some of his points are actuall even right now - like self-repair. IMHO it is really OP.
35 munis for full repair is too forgiving. Add this to already fulminating mix of T.-34/85 and Guards, and we got the armored steamroller, just Werhaboo's liked it
They can heal even on the run, so there is no much point in it. However, you still can slap that bunker with healing radius just half feet away from stopping point for retreating squads. So, my advice - look, where will your unit stops after retreat(i usually forced to retreat at least once before i got enough munis) and then get that bunker close to that point, but not too close to prevent clumping.
Or, if you playing with friends, you can put that healing station between bases, to maximize its utility and for your teammate to save some munitions for fausts or grens upgrades.
If opponent abuses "Hit the Dirt", then you can just run over his squads with any veichle - guards still need some time to roll over and aim their hand-cannons, so your 222 should flank them at ease. Or, you can add mortar to mix.
And never forget about mines. Werhmacht AI-minefields might be easy to spot, but they act like good area-denial for some time. I myself usually slap single AT-mine in the middle of it - just in case of any tech trying to detonate-defuse minefield.
Hey guys, look what happend yesterday.
I merdged 3-man conscripts with ppsh-41 squad into one-man flamer squad, kept it a little bit on frontline, get it back to base, reinforced them back with engis, and that happend
Sorry for shitty quality, my potato-pc cant get anything better. And for russian hud.
It is not an visual bug, pssh-41s are working as intendent - i double-checked. As far as i know, pssh41 upgrade include now only 2 smg, but here we have all three+flamer.
Eh, debatable. It's the best brawler-flanker medium in the game if you need to shut down your opponent's medium armor and threaten dives against heavy armor but it's AI is pretty garbage. You definitely need to have supporting AI to make it fully worthwhile.
Excuse me for disrupting your conversation, but is'nt it THE MAIN IDEA of every American set-up?
I mean, they got both decent infantry and armor, but you can't just spam one or another, like soviets do. You cant go fully armor, as Germans tend to do(hallo, panter spam)
Instead you have God-Almighty "coordination" beetwen both kinds of your units, which turns them into soviet manwave+german panzerwaffe at the same time.