Any tips on how to get this build to work in 2v2+ games? I usually build one after 2 penals and put an engie in the back (maybe 3-4 min in the game). I can usually get one or two pushes with it before it gets zoned out to uselessness with volks/gren fausts or a 222. Even pushing a sturm pio is risky since the stg44 dps is pretty high up close enough to take a third of hp (enough for a 1 hit faust kill). Has this worked for anyone into the mid game? Otherwise, I feel like a sniper/extra penal is a better investment... |
I've been playing against this strat pretty recently and I have no idea how to counter it. Assuming I don't know that they pick the commander from the beginning, I normally am playing with conscripts which ass grens push around pretty easily until cons get some vet. I typically stall counter until a T70 but I just can't kill the grens or the Pgrens fast enough to control the map. The StuGE also evens out the playing field (call in no tech needed). Then by the time I get T34s it has maybe 2-3 minutes before the tiger and then it's pretty much attack move with the blob and tiger around the map. What to do? 2x maxims maybe? |
You don't count the frag bombs as a skill plane? |
I almost solely play random 2v2 and I'm curious as to why anyone would not pick this commander playing ost? The 5th man upgrade for pios (faster repair) and grens (G43 + free healing) is so powerful because you can use your grens offensively without worrying about getting one shot or instantly retreated from mines, mortars, grenades, etc. Trading better with allied infantry and free heals is a huge bonus in terms of map control since grens have fausts and can always do some damage to vehicles before retreating, so just being on the field for more time is a huge plus. It's also just a lot easier to micro them and spend my micro moving MGs/Paks/Tanks around just because they suddenly become....moderately durable.
Sure, the commander doesn't really have a late game but if you win in the early game you have so many more options available to you rather than instant T3, stalling for a tiger to catch up, or praying for a misplay.
Even in the late game, having vet 3 grens able to not get instantly killed is huge for just preserving vet to fight allied vet 3 squads. I find that OST map control really falls apart when you lose even one of those key vet 3 gren squads that are trading effectively and keeping your MG's firing. You can control the map with better tanks, but you just can't outcap your opponent when you have to fight double bren IS and double BAR rifleman vet 3 squads with fresh grens.
The only time I don't pick this commander is when I outplay my opponents to a degree where I'm playing more defensively sitting in green cover and the mg42 upgrade is better. Otherwise, it's a no-brainer in an even match. I guess if your gren and team weapons micro is pro level there's less reason to pick this commander, but I still see it get picked from streamers pretty often probably because it just makes the infantry battles so much easier. Any thoughts? Similar experiences? Potential downsides to just auto-picking this commander?
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It is a big deal because it makes the decision completely random for both players. Either you lose the squad and keep the jeep or keep the jeep and lose a few models. In both cases, the jeep doesn't die which was the original point of the faust. Sure, it's not important when the jeep is vastly outplayed but in an even match up you can't land the kill or even a simple broken engine which is the original goal. |
Hi All,
Anyone notice that you can dodge fausts by just hoping your riflemen/cav rifleman out of the jeep right when the faust animation begins? Basically, your rifleman will take the faust hit killing a couple of models and then you can hop back in the jeep and continue. Pretty broken.
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I've been seeing this a lot, and I was wondering what's the best way to deal with 1-2 pathfinders and rifles? I've only been able to counter this with a double MG coverage since one just gets picked apart or your grens just get picked apart by some flanking ones. Trying to attack with them in green cover is also just suicide. |
Commandos already have ridiculous reduced received accuracy and they come in a 5 man squad in a commander that has a flame Churchill. They should not be able to do long range DPS with brens, cloak, and toss nades. With vet they can shoot an MG to death suppressed. What? |