If you're managing to flank with STUGs, chase, and didn't end up facing a horde of REs with Bazookas, it sounds like you just completely out-played your opponent.
Nah he had 3 AT squads as well, just made sure to force them back before flanking.
The point is the Pershing isn't worth building. You don't get the value you should be getting. |
It's two dedicated AT vehicles (560mp/180f) fighting a generalist 'premium medium' (600mp/230f), that's generally what's supposed to happen.
No like all 3 times it died easily and it had 2 AT guns around it. I just flanked and chased with StuGGs, they barely ever bounced and it couldn't fight back basically. It also didn't do much on the anti infantry department, only like 1 wipe in a 51 min game and like 6 kills.
Not worth it imo. |
If the pakhowie gets nerfed, then stuka should get nerfed also.
Atm the broken power level of stuka against team weapons is a necessity versus double pakhowie rush
Both units are fine. Just because something works doesn't mean it's OP. |
Just fought a guy who built 3 Pershings in a 51 min game. All 3 died to my double StuGGs. I think the unit is UP at the moment. If there is to be a buff I'd like to see more of an anti-armour focus. |
Or just put zooks on it and actually have a pretty useful squad.
BAR REs are super useful imo plus they vet up in 3-5 engagements. I'm not a fan of bazookas tbh. It's a preference thing but I find the extra frontline squad more useful. |
Imho everyone sometimes drops his/her guard and that is the moment vetted squads are lost. It is so much more difficult to wipe a squad with small arms as there is no big alpha strike, meanwhile indirect fire offers large explosion with plenty of dmg every once in a while, so that is fairly low micro for potential high reward. I am usually speaking from 2v2+ perspective and I am aware that in 1v1 rocket arty may not be that invaluable. It is always a good idea to throw in some planes and tank action before you fire your rocket arty so that there is more noise and distraction, you may not hear the rockets coming, at least I don't
It can vary. I think with the werfer in 1v1 you usually get 1 wipe per like 4-5 volleys. It's not that bad, for instance last game I stole a .50cal with a barrage and turned the game around. If you've filled up your army with frontline units (ex a Brummbar, a P4, a couple StuGGs) it's a good investment. Not something I'd rush though. |
and the enemy can have an mg backing them up without the 20 or 30 ammo drain on volly fire. so..... what
The idea is you can send the squad with a BAR and a sweeper to edge cap. If the opponent sends a squad to contest you then you can pin it and complete the capping. |
Pwerfer is RNG but so is katyusha and both can do wonders vs infantry and teamweapons. With Pwerfer it's also not the best idea to fire from close range because the rockets still fly for a considerable time and the blast zone becomes so small it's easy to dodge. Mid range werfer works best imho as the air-time for rockets is similar, aoe larger but spread is controlled.
I'm with you on close range being too dangerous.
I think it's best to aim in the base, at support weapons or on retreat paths. Infantry blobs seem tasty but you're never gonna get a good hit in vs a careful player. |
Isn't it 70? lol
THAT EXPLAINS IT
Had a game vs USF and those M1 ranges were absurd. |
That's in the early and mid game, for the lategame you can blow up squads in 1 salvo with stock panzerwerfer.
Yeah in your dreams
Unless you get really close to support weapons, which can be dangerous due to 60range AT guns or 65range usf M1s. |