http://www.coh2.org/file/6144/what-the-fuck.rec
Game goes well until 16th minute. Get my Tank Depot up and things look good. Gets destroyed a few minutes later though when his Panthers charge me....seems ATguns is the way to go. They do alot of damage!
Get 3 ATguns that I have together cause if I spread my army out then his blob will probably charge and destroy one army at a time. Now however he still decrews two at a time instead
You don't have to blob, but you do have to stay close enough to support your units.
So one AT is good until he get the Panthers. If you sense they are coming (he had a lot of fuel or you don't see lots of vehicles being built) then get another and an additional piece of AT (M10, Rangers, Airborne RR). Have an MG, an M8, a flamer and rifle or within range of the AT's and MG and he can't blob to kill your crewed weapons. And stickies. A slowed Panther, if you still have AT gun, is a dead panther.
PE Panthers should not scare you. Remember a couple of things about them.
- without vet they are very penetrable from behind by almost any AT (including Ranger Bazooka). Try to kill them before they get vet.
- Their main guns can barely hit infantry.
- They can't cap.
This is very important. If you hold a lot of map he is using 24 of his popcap for those panthers so he might be unit constrained.
I was lucky he never killed my medics. That would have forced me to concede 20min earlier.
I should have built a sniper or mortar but I was scared of his 'mines from the sky' and getting runned over by Panhers, Wirbelwinds, sniped by the 88, charged by the blob....so I went for more ATguns.
I don't think mortars are not very good vs. PE. PE is nimble and mortars are slow to hit. The AB mortar from the supply drop is different. Man it with rifles and it costs you only 81 mp to reinforce that squad. ANY 81 mp unit is pretty worthwhile even if you just use it to cap.
Wirblewinds are not as scarey as Ostwinds. They are not so accurate from a distance and can do little to no damage to vehicles. If you can, get a sticky on them, but don't lose men to do it. 1 AT will keep them off of you.
AT guns are great in the sense that they can be cheaply re-crewed. A nice choice instead of the m8 is the Halftrack quad. they cost less manpower and fuel than an m8, lots of anti-inf against the blob (though they need help suppressing), and when it is around you can reman ATs or man Supply drop weapons and then reinforce the squads right there. Quads are also effective anti-PE vehicle. They can't dent a Puma, but they can do a lot of damage to ACs and PE halftracks.
The M2 Howitzer was great! Should have built another one, more ATguns, a jeep near the hedgerow, snipers and have the engineers wall off things.
Tank depot....bad idea vs PE huh?
I am not a fan of the howitzer against PE at all. Or the off-map, as PE can get out of the way pretty quickly, and those munitions are better spent on defensive mines (to keep ACs from chasing you into your base or keep you from getting flanked), stickies, ranger thompsons, AP rounds on your AT (they increase both penetration AND damage).
TD is a good idea against PE but not if you see "tank destroyer" tactic. m10s can chase down all their light vehicles and any wounded or stickied panthers, though use them cautiously. Shermans too have enough anti-vehicle and anti-infantry to handle all but the panthers and Hetzers, and they can help with those, particularly with upgun.