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Obersoldaten killing 50 Calibre, walls of mgers, vet 5 infantry, at from the get go. Reinforced barb wire, high ammo income??? Double American's is suicide. |
We had map control the entire game but then the OKW player decides to set up his tent middle. What can you do as america they've got no blob control abilities. 50 calibre doesn't suppress enough. |
Just about every flavour of OKW. Double Kubel opening, Fallshirmjagers popping up everywhere, stukas, panthers, emplacement spam etc.
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I got a bit careless with my infantry I could've dodged that Stuka better. Vet 1 M20 with extra range combined with Sluggers and Scotts is dope. |
I didnt say there were Assault Engineers this game, read again pls. I said that i saw them being spammed in other games, and they are OP right now, you cant deny it.Also an MG should be able to hold off that infantry in mid vp, but it didn't, i'm not talking about me being outplayed. I'm talking about the fact that they can just rush into MG's and overrun it without taking too much suppression.
Fair enough. The American players used the graveyard and the concrete walls surrounding the Church to advance onto your HMGs. Riflemen in green cover take a lot longer to suppress. He simply used cover and range with his LMGs to kill your HMGs. |
Calm down you were just outplayed. Three to four Riflemen is a standard build for Americans and I don't see any Assault Engineers. It is a small map and the area in the middle is very cramped. Most of the fighting goes around the middle VP, you'll be likely to see a lot of infantry surrounding it. Unus pro omnibus, omnes pro uno. |
Great use of the Armor doctrine Bulldozer tank and double scotts with m20 acting as scout. |
It is not just the Kubelwagen that suffers from pathfinding but all units do. The fact that you state it is fine is because you play against players with poor skill most likely. If you play against players like Jesulin, Milk, LEMON that have a good understanding of the game and good micromanagement in 2v2 AT with American's you will have a very tough time agains't this unit especially in combination with Sturmpioneers.
You could say well get a M20 the .50 call is decent well you stand correct but the OKW player can get a puma out as early as 7 min into the game because of the lockdown on the fuel. Bazookas don't cut it, they merely penetrate medium armor and are a burden to the effectiveness of the squad agains't other Infantry units. That and they miss a lot. |
It is only 30 more manpower than the Fortification Doctrine MG34 Heavy Machine Gun Team and it comes at 0CP. It has a better reload time(super quick btw) and has good LOS which makes sense since it is a scouting unit but the combination of Suppression, LOS and Mobility is too powerful for a unit this early. It can spot riflemen long before riflemen can see the Kubel so flanking becomes harder. It also has better accuracy short and long range than the MG34 Team. It has however a shorter range but that makes up for its mobility. It also does have a smaller arc but it can rotate on the spot and suppress units in thick green cover within seconds which makes it incredible hard to contest against this unit. In combination with Sturmpioneers this can be very effectove early on and you can easily lockdown areas with it. Imo a 10 fuel increase for me is justified.
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