Rak should have the same range as the other AT guns. In return, lose the camo while moving BS. Hell, maybe move Rak camo itself to a vet level so its not such a huge surprise.
Also, someone was saying the Rak crew get bad RA earlier and I just want to add that's not true. They get 100% RA like every other AT gun crew. |
I've recently acquired the sum required to buy a new commander, and, given that I manages to buy or recieve the other USF commanders in drops already, now only need to decide between two to buy: Recon Company and Tactical Support Company. I am torn over which to buy.
On one hand, Recon Company is clearly the more meta, particularly in 1v1 and 2v2, which is all I play. The I&R Pathfinders are quite frankly better than the Airborne Company ones, and the Greyhound and support paras seem very good still. To make things even more enticing, Recon is one of few USF commanders to have a utility ability, Raid Tactics, that Id like to try to use, and the cluster bombs ability looks very powerful.
On the other hand, however, Tactical Support Company has a halftrack, something I desperately want to make work in the field, as well as the M1919 LMGs. The Recon Run and Calliope are very meh for my choice of gamemode but the Strafing Run does look nice. I mostly want Tactical Support for the M5 Halftrack, if Im being honest, since it is statistically superior to Mechanized Company's M3 and still a call-in unit.
Anyway, I thought I'd ask here since this board seems pretty slow anyway. Which commander should I get? Which do you think is better? Are reinforcement halftracks even worth it in this meta? |
150 munitions on a doctrinal infantry unit is better for killing tanks than 100 munitions on a t0 infantry squad. Wow, what a surprise.
The complaint about USF actually having a decent utility commander ability for the first time in whenever is even more precious, and no, the speed boost isn't enough to outrun tanks unless they've been crippled or its a tiger ace or some other ungodly slow unit the zooks wont be able to hurt much anyway. I mean, Rifle company let you try to do this stuff with rifles and yet I was never able to get them close enough to snare vehicles. |
Just stop blobbing your grens up, jesus. OST has all these new toys and a far higher win rate than USF but still there's complaint after complaint about literally every single USF indirect fire unit other than the PoS Priest. Just move your units out of the way, spread them out. Pack howi range is pathetic, and you have all these flares and sight abilities and infiltration units you can use to hard counter it. If it's late game, a single P4 shell will decrew a pack howitzer. Early game, he shouldn't have MGs unless he sunk fuel into the AAHT, so just overrun it with infantry. Hell, the OST mortar can probably even murder it. |
Cav rifles dont need a CP buff. Paratroopers do though. CP 3 for a 360mp squad that stays 100% RA until vet 3 is criminal. There's really no reason to use them in 1v1 or 2v2 unless you've lost all your RM somehow (and Paras dont have a snare and so cant replace RM anyway.) |
When playing the last mission of the Ardennes Assault campaign, the game will crash almost immediately after the player assumes control of Dog Company. (Right after what is seemingly the last voice line in the transition.)
AA is thusly uncompleteable for me. Does anyone else have this issue?
In the case that it is just me, somehow, is there another way to achieve the AA reward bulletins. |
Or a Riegel AT mine, or Pak 43. |
There's the problem, you don't have Lost Glider vetoed.
Jokes aside, Ass Engies deal nicely with them, I saw ass grens in cover lose to advancing ass engies (up to close range) on Vons stream. But they probably do better without flamers against them rather than with the flamer. Riflemen can also win when you spot the grens at max range (even if they sprint up to you), it's mostly left to RNG to decide, light vehicles tend to bully them a lot too, so, if you like going captain, consider the AAHT (M20 is a love though, seriously, use it. And plant mines whenever possible.)
Must be a RNG thing then. My Ass Engies lost every 1v1 firefight against Ass Grens. At least one time it might have been my fault, my engies seemed to be outdpsing them at healthy distance when we were both in yellow cover by the right VP, and I figured I could rush them out of their cover at close range so I could cap. Instead I had to retreat. Made me wonder if the grens had better close range dps.
I'll try building AAHT next time. I do like it, but recently I have just been tech rushing Major from Captain without building any light vehicles since there's so many Shreks running around. I suppose its an investment worth the risk though, and now that I think of it the AAHT would hopefully be able to suppress AT infantry first.
Thanks. |
Last game I spectated the Ostheer player skipped Tier 1 entirely, lol. And ended up winning, too.
Honestly, I really think PzGrens need to be moved back to T2, even if it means reducing tech cost or time. Thematically, its where they belong, and it was what tied that whole tier together anyway.
It is getting a little bit ridiculous when you can just shut down the map with t0 and call in units. Thankfully only a 1v1, phenomenon, but still... |
Hello. I've been playing USF 1v1 and 2v2 for a while now but have been having trouble versus Ostheer Assault Grenadiers after the patch. A lot of people are using them now, and I am finding it difficult to keep up an offensive against them, and often even defending against them.
Mostly I have been going Captain, since I hate zooks and like to have an AT gun on the field asap for killing enemy light vehicles. This obviously doesnt fare well versus infantry heavy builds, which is all what Ive been up against lately, and struggles particularly versus Ass Grens with their sprint and grenade assault.
My last game, a 1v1 on Lost Glider, I decided my entire goal would be to counter the Assault Grenadiers I knew Id be facing as soon as I saw the commander in the loading screen. For this, I went Armor Company and opened with two rifles and ass engies. The idea was that Id be able to kill Ass Grens if they came close with the Ass Engies.
I haven't checked the stats in tools yet, but whether it is due to a DPS disadvantage or bad RNG, my Ass Engies couldn't fight Ass Grens head on in any of the early game.
Luckily my opponent played extremely defensively, only building 2 Ass Grens and never tried to push the left side of the map, which remained mine nearly the entire game, or even far into the right or center. He never even hit my cutoff point. This is very fortunate, because I quickly realized my MGs via the LT tech were going to come too late to make a difference in the early game, and he ended up building a mortar when I did finally bite the bullet on two M2HBs, and I ended up not using them much since he sank all his MP into bunkers and eventually an ostwind (both if which my M10 counters nicely)
Long story made very short, how do I contain assault grenadiers in the early game, or if going captain? (LT is dangerously exposed to LVs unless you put major fuel into a Stuart and delay Major).
I had figured Ass Engies or Cav Rifles could counter, but the performance of my Engies against them seemed inadequete even after the flamethrower upgrade, and it makes me worry how Cav Rifles would fare (although they do have Thompsons. My regular rifles aren't doing enough damage to drop models on AssGrens pushing or sprinting, and I dont want to sacrifice map control too much by blobbing up.
Has anyine figured out a good counter strategy or do I need to assume a defensive only posture until MGs / light vehicles can come out. Ive been very wary about light vehicles in particular with so many shreks out now.
Thanks for any advice in advance. |