Isn't this essentially the same as the old system? |
I've encountered the same thing. They seemed impossible to kill with green cover and the bonuses. Felt a bit like the old hit the dirt. Would like to know how to counter this early game. |
I sometimes do sort of a maxim spam, maybe you can do the same build. Start out capping a point with the engineer, and also start building two conscripts. After the engineer caps the first point, retreat and build the support weapon building, followed by three maxims. Depending on the game I will then build an AT gun or two and a mortar. The conscripts are used for capping and stalling infantry until a maxim can help out. Also get at-nades when you see or hear the first vehicles, and get healing the moment you see low health squads. Since you're not using much munitions, you should also spam mines and get a flame thrower on your engineers.
My commander for this strategy is shock rifle frontline tactics. The shock troops are just awesome, you've got two call in tanks (KV8 and the IS2), and the incendiary barrage saves me a lot. I usually go for two squads of shock troopers and stall for call in tanks, but this is mostly in team games. You could also go for the T3 building if waiting on the CP's for the call-ins takes too long. Another decent commander for this strategy is guard motor coordination tactics, with the T34/85 call in, 120mm mortar, and mark vehicle, though I'm not a big fan of guard infantry at the moment. |
I'm not really sure what you mean by managing your economy. You'll generally want to spend your fuel and manpower as fast as possible into the units that you need. Early game fuel usually goes into teching (a battle phase, building, or an officer). Later you spend you fuel on a unit that you want the moment you have enough. Munitions can be used for mines, off-maps, unit upgrades or artillery; this also depends on how a game flows. Building caches (or using conversion for OKW) can help, but this is usually only recommended mid, or late game when you have too much manpower, or help certain strategies. |
I'd love to see the arc of the infantry support gun when setting it up. |
I usually don't bother with the German mortar if there is a Soviet heavy mortar on the field. When there is a heavy mortar I tend to go for the mortar halftrack. I've had some success using the incendiary barrage to de-crew the heavy mortar and it also works wonders on German AT-guns. |
I also start with three conscripts followed by molotovs. I start by sending my engineer to the fuel point that my opponent probably wants to have. If there is a building there it camps there to harass up until the point that I can build T1. Conscripts go to the middle of the map to cap point and either help keeping the enemies fuel or just keep the opponents forces busy until I can get a sniper or penal battalion on the field. Depending on the health of my units I'll get either the healing upgrade or continue to T3 or T4. I also try to place some mines with my engineer when it is finished building T1. What happens after that depends on what the Ostheer does, I'll get a heavy mortar if there are a lot of MG teams on the field, guards if my opponent goes for a quick T2. When my fuel supply allows I get an SU-85, followed by the dual T-34/85.
Disclaimer, I am just a casual player, but have had some success with this approach. |
Select your machine gun squad, press a, and the left click a part of the map. Your machine gun squad will attack move to that location automatically redeploying their machine gun to face opponents as they move along. This makes flanking machine guns that much more difficult as the machine gunner only needs to perform one action to counteract it. The flanker needs to continually manage the flanking squad.
I will try this, sounds easy. What I did try is to make the MG attack a squad. In this case the MG was continually a step behind; i.e., setting up the arc in such a way that the squad walked out of it when it finished deploying. Thanks for the tip though, will experiment with this later today! |
1. The main problem seems to be that flanking does not work well enough. Flanking is not even worth the effort without molotovs. It can work though, at least in my admittedly lower skill bracket. I have successfully performed flanks with two or three conscripts coming from different angles; but this is pretty map dependent in my opinion.
2. Besides using mortars or snipers, with the last one not really working for MG42s in buildings, flanking needs to become viable. Perhaps increasing the damage done to MG teams from small arms fire. Another option would be to give penal squads smoke grenades, and give the satchel charge to the shocks. This would make the penal battalions viable against heavy MG play, would work incredibly well when also having a conscript coming from another angle with a molotov.
3. Another aspect that is probably not relevant to most people on this forum is that the Soviet MG requires more micro since it needs the re-positioned more often. This makes using the Soviet MG in tense situation very difficult for me personally, since there are probably a lot of other things happening that also require my attention. |