AT nade is also on a unit that has sprint. |
All super heavy tanks need to be delayed.
Agreed, can’t wait for the heavy tank overhaul.
Oh...wait. |
You can literally replace usf with ostheer and pershing with Tiger Ace and nothig changes.
Give it up. |
Against okw, you should try the following build if you want to play cons:
Conscript>Combat Engineer>Conscript>Conscript
Ever since the combat engineer buff, you can count them in the early game as a 4 man conscript squad in terms of combat prowless(even better, they have a normal recieve accuracy instead of the negative conscript have)
The mindset of this builds its all about allocating resources.
OKW has an important gap between their 1st and 2nd volksgrenadier, while you can crank this soviet build order almost non stop. This is important because we can seek out engagements and quite posibly win them by resource allocation.
The first conscript should go on the same side your first engineer unit goes. You want them to find a key point to build barricades while their fellow engis cap the surrounding points, always ready to come in the help of the conscripts.
The second combat engineer goes for the other side of the map, with caution. They are proving the area for axis units and should not engage offesively until the second conscript squad its close enough to help (this will make the enemy commit their units into an engagement you can tip in your favor)
The third and final conscript squad should come in the aid of the side in need. At this point an engeener must go back to the base and build T2. When pressured, okw players commit all their units to the same side and by this point he already has the 3 standard volks and teching up grenades, which counters the key element that tips conscripts over volks, the cover.
That's all, you can go from there. Just remember. Conscript play is all about trading with the enemy. If you can't win an engagement just retreat instead of wasting manpower
Remember the numbers:
Conscript: 20mp
Combat Engineers: 21mp
Volks: 25mp
Sturms: 30 mp
Better manpower conservation, the more it can be spent on support weapons or elite units
I’ve only had success vs OKW using the cons -> maxim -> cons -> maxims -> cons build with shocks coming afterwards. I don’t recommend pure cons openings vs okw. |
I think G43s are mostly suffering from how good the mg42 upgrade is and how the “mid range” sweet spot they could potentially carve out as a niche, with assgrens taking the close range and mg42 the long range, is severy limited in this game by how close sight and weapon ranges are.
I think the balance team needs to evaluate the g43 upgrade over the championship and see if it needs to be improved. |
What if your T2 hammer/anvil played the Royal Engineer concept a bit? What if before you build an engineer you have to pick hammer or anvil?
Hammer: REs get assault package, with grenade and improved Sten guns for better close range DPS. Cost increase to 300mp. Sections get rudimentary repair, repair vehicles at 1/4th the normal engineer rate.
Anvil: REs can construct defensive fortifications, can pick up PIATs or Vickers.
And then you can tie in the AEC and Valentine to either one alongside extra perks. |
Terror Doctrine (OKW)
0CP - Schorched Earth tactics (booby trap points to render them neutral, just as in NKVD commander)
1CP - Jaeger Light Infantry
1CP - SS Officier (4 man squad, debuffs enemy units and buffs friendly units, heals friendlies)
5CP - Fear Propaganda artillery
7CP - Railway artillery (reworked like the B4, fires one round and scatter depends on distance from base, 80 muni per shot) |
I'd be happy for them to change it so that the Officers came with the side-tech of each tier instead and just made the tiers research a bit faster.
I'm not fussed about the officers, I want something which can suppress asap not another infantry squad to blob into my enemies.
No idea how badly this would mess up the balance though.
Removing officers is too much. There are other ways to reduce their early impact if that is too much, such as 4 men until Major arrives, higher cost, higher build time etc. |
Okay USF does get free officers with teching and doesn't require building construction and the associated costs, fair point.
For what it's worth I'm climbing up the 3v3 ladder with USF atm and this is the most usf I've ever played. Riflemen are very good but Rangers are the real stars. 1 thompson and 2 bazooka squads are super powerful, the Pershing is insanely good and you get a lot of value out of units like 50 cal, Stewart, M1 mortar and the almighty Jackson.
Try watching a few high level USF games and see what builds work for them and how they use the units. |
What if the armour skirts upgrade for the M20 was locked behind Major/2nd officer? |