what is this "scope" thing everyone keeps talking about ?
The community members who designed the patch had to work within a limited 'scope' set by Relic and partly based on community responses to surveys. i.e. they could only change some units and some areas of the gameplay - mainly certain early game units, light vehicles and bug fixes.
I don't get the arguments that top coh players couldn't comment on a game because it's mechanics are different. The key skill of a top player (in any game) is that of adaptability, to rapidly learn and adapt either to a new game, to explore and experiment and also react and adapt to an opponent. Look at Devm as a perfect example.
Played it at the recent game conference. It's pretty and quite slick but I couldn't help feeling that It would be a big blob fest with little tactical movement besides triggering jump troops and pushing melee units ahead of your shooty units.. I was only playing the demo level that gave you the big titan though.
On the point of the crush I agree, that can get a bit ridiculous at times. Other than that though, the speed and manoeuvrability simply caters to a different play style than the slightly better armour and penetration of the P4.
I like the difference too - the Cromwell's rl strengths were it's speed and low profile (though emergency warspeed might be too much). However as discussed above while being faster it can also often out-duke the more expensive P4 straight on and kill infantry far more effectively than it or indeed any other (non-British or specialist AI (brumbar)) tank. The conclusion therefore is that this aspect of Brits is OP to some degree. Then of course there is the Comet...
The Cromwell doesn't 'counter' Paks. Yes, it can be micro'd to avoid them. But if your Pak positioning is good, it shouldn't be able to. Especially if it hits a mine or takes a faust.
The Cromwell is a tank. It isn't meant to die the moment it gets zero'd by an AT weapon. It is meant to put the tank player in the position of move it or lose it. Sometimes you may still lose it.
The Cromwell's speed and fire rate is a trade off for armour and penetration. In a head on battle, a P4 will win.
If you push a P4 into allied lines, they are scrambling AT just like you would. Yes, they probably won't have to deal with it rushing around the AT (depends on the situation), but it has better armour and can stay in there for longer, doing damage.
It all evens out in the end. It's impossible to make a game like this where each side has exactly the same number of clicks to attack and defend with every unit composition, unless you make every faction identical. Which is boring AF.
I'm not disputing that AT guns aren't good against tanks if positioned well but in most cases an unsupported tank meeting an AT gun + AT infantry results in either a loss or a very fast reverse. With the Cromwell there is a fair chance the outcome is the loss of your 340mp 120 muni AT squad followed by the gun crew. I also do not recognise the concept of breaking enemy lines with a P4. The P4 operates as a support tank - pushing it forward alone is almost always a terrible error - it only has to meet a single (decent) AT infantry squad before it has to keep distance and tentatively poke from range unless supported. If it meets AT gun plus inf it's instantly neutralised and needs to flee. This might not be so bad if the Cromwell wasn't so stupidly cheap though I do feel the squad wipe potential of crushing is a distinctly unfun aspect and that alone is the main problem.
A Cromwell breaks your lines, maybe crushes a few infantry, maybe gets a shot off and does a little damage. On the other side of that Cromwell is a player furiously micro-ing it to use the Cromwell's strengths to their advantage.
By this stage, you should have every Pak in range facing the Cromwell, infantry using fausts and panzershreks. If you can't do that then you simply aren't playing as well as your opponent. You should have laid mines on your flank to protect against this kind of manoeuvre. The onus is on you to make yourself a player that responds faster and smarter to anything your opponent throws at you.
Every pak in range? I always build lots to feed mortar pit veterancy. If microing one unit (the Cromwell) requires furiousness how could we describes microing 2-3 of the following a pak/stug/p4/infantry to counter it?
The cromwell is extremely effective at countering these counters - it can flank paks/move out the arc and flank tanks with warspeed and crush any infantry whilst pushing to prevent firing. Not all at once to be fair but it can always run off. Lets hope it hits the mine or the Cromwell stumbles into the area the map where the axis player happens to have grouped their AT assets. Then a short while later hope they do it again with the next one at 110 fuel (I normally find they come in pairs anyhow)
There are two new sets of skin in my inventory for the Brits. The one with the Union jack and the Charcoal one. But when I select them, they dont show on load-out, when i connect with a game or my tanks in game. Anyone having the same problem?
Are these custom skins? - if you have historical skins only turned on in your options they wouldn't show
Based on your description (and also being a primary ost player trying to play usf) I would make the following couple of suggestions.
Early game - hunt the sturm pios with your first two rifle squads. When you meet kite them with one squad whilst the other kills - If he switches target kite with the other squad.
RE: MG's I you think there is one attack with 2-3 squads spread out and force retreat. If you then 'discover' two or more support than you can handle - simply leave them and cap / attack everywhere else on the map and force him to move units across to counter you stretching his defence. When he's spread out a bit and you have a couple of other toys mass attack the position again.
Its like playing a good football (soccer) team defence - you have to pull them around until a hole opens up.