Fast Tier 1 for a Sniper and Scout Car using Conscripts as meat shields/scouting units, followed up by Guards to deal with German Scout Cars.
This strat seems incredibly difficult to beat without blobbing your units, at which point you lose a lot of map control. The reduced Panzerfaust range makes kiting even easier.
Thoughts?
Sorry to Apfelsaft for making him deal with this in an automatch. He wasn't too thrilled, as this strat is insanely gimicky. |
Posted at the request of the stream. Same teams as the most recent game I posted, although lasts quite a bit longer. |
Quick game vs a triple sniper player and a fast MG player. |
Display Steam name: SunAngel
Steam username: Ragingearendur
Region: North America
Preferred start time for the group stage (day 1, Friday 28 June): 7:00pm, 19:00 GMT |
Met up with Sepharim in automatch. We spent awhile running around the map with multiple infantry engagements before transitioning into tanks. The early game was really fun and micro-intensive. The mortar half-track was easily my most important unit in the lategame. |
T-34 should lose to a StuG one-on-one, considering the StuG is the German tank destroyer and the T-34 is primarily a mobile anti-infantry tank. The StuG does seem quite powerful, but it's horrible against infantry. It may need to be changed slightly, but it's currently the only good counter to T-34s which have little issue flanking AT guns and taking out Panzergrenadiers with Panzershreks.
Albeit, the SU-85 seems inferior to the StuG, likely because German tanks seem to have much more armor penetration while also having good anti-infantry capabilities, such as the Panzer IV and Panther. I don't think the T-34 needs a buff, although German tanks seem a bit too powerful, possibly to make up for the fact that they can be disabled by Ram incredibly easily. |
It's impossible to satisfy everyone, but a decision still has to be made regarding the T-34. I feel that it fits well where it is, despite how it may have been in history.
Pripyat does demonstrate the issue, but my argument is that it isn't a good idea to balance a concept based on an outlier. The competitive community will prefer maps like Kholodny, Oka, or Moscow, all of which have plenty of ways to flank your enemy and maneuver vehicles. Side armor should be balanced based on which maps will be used the most, rather than what maps are special cases. Trying to balance side armor using a map like Pripyat will cause imbalance issues on other, currently more balanced maps.
You should be forced to sacrifice a T-34 against a Tiger either way. You can either ram the Tiger, destroying the main gun and crippling the engines so that it can't get away and can't cause damage, or watch as the Tiger destroys one of the T-34s. I think it'd be unreasonable if you were able to keep all of your T-34s alive against a Tiger, especially considering the cost difference.
Regardless, Pripyat is the only map that makes it difficult to flank a tank. All of the other maps in the closed beta allow for easy flanking. |
I'm not sure why the T-34 would be considered underpowered. It's essentially 1/3rd the cost of a Tiger or IS-2. It should be much worse and lose 1-on-1. The T-34 is meant to be a mobile tank used for killing infantry and light vehicles, then for ramming lategame to disable heavy tanks.
I do believe side armor could be a good addition, but a map like Pripyat is a bad example. No one likes Pripyat competitively. It'd be better to relate side armor to matches on Kholodny, which is actually a reasonably well-balanced 1v1 map, or Oka/Moscow for larger games. |
True sight makes watching and playing games so much more fun. Not only is it hilarious to have two infantry squads on opposite sides of a building that don't know the other one is there, but on maps like Moscow or Oka, you can sneak a unit into the church without the enemy knowing you're coming.
As Toppins said, true sight doesn't affect accuracy. However, units like snipers can't shoot through a building because you have vision of the enemy from another squad. Each unit has its own independent true sight, so while having spotter units is important, it's also important to set up your units so that they can make use of the extended sight without being blocked by buildings/walls/debris. |
Mortar Halftracks are one of my fav. units by far - I find running two are more than enough to harass enemy positions. Barrage an area and leave, then watch the enemy wander around, trying to locate them.
I find the Tiger's more useful against infantry, myself. If I want something for anti-armour, I'll build a Panther or an Elephant
As for the relief infantry; they make good team-weapon capture squads, kinda like conscripts. I wouldn't use them for front-line combat, though.
Never tried the Opel Blitz, myself.
Mortar halftracks are really good units. I wish they were in a more useful doctrine, though. Call-in smoke bombs aren't quite so useful when you already have mobile mortars that can smoke an area. Ostruppen may be useful for taking MGs/Mortars/AT guns but an ability like Strafing Run seems to be far superior in its use (extra weapon teams take up population which reduces manpower income, and nothing does quite as much damage or useful suppression so quickly as the Strafing Run or other munitions call-ins; seems like a waste of an ability and munitions to get a couple of Ostruppen for grabbing weapons when there are certainly better uses of munitions in other doctrines). Not having a Tiger is also detrimental to the doctrine, since Tigers are so strong lategame. I feel that they're basically more durable and stronger Panthers, and getting one out usually wins you the game if your opponent didn't go for an ISU-152 or IS-2.
I highly suggest you try the Opel Blitz. Incredibly resource effective and it has arguably the best lategame. Strafing Run to deal with large blobs of infantry, Tiger to deal with tanks and lone infantry squads, and Fragmentation Bombs for blowing up any crippled heavy tank. |