Well, it's rather complicated I guess, I'm positive that are combos that we don't even think at. First, if I am not mistaken, it is written nowhere that the current efficiency of stugs on infantry (as assault guns) will be nerfed. So they will be moderate against infantry too.
Secondly, the stug advantage over tanks (not tank destroyers) is range. The sooner it will spot them, the bigger the chances to win engagement. Therefore the best combo (in terms of doctrine and or adiacent units) will be with something that helps it spot.
As doctrine, jager armor seems pretty good because it has spotting scopes and recon plane. In terms of soptting units, snipers or camo units in front will work just fine.
Use of mortars or other kind of balistic weapons or off-map strikes will also be necessary because of at walls that stugs may encounter, but this combo will push you towards a static/turtle play.
Probably an infantry blob push followed from distance by stugs will be also something hard to stop and I'm thinking at CAS (off map planes and plenty of amo for infantry upgrades) and mechanized assault (strafe stuka, off map light arty and AGs) here.
But I'm sure these are just a few things of what could be done with stugs.
AOE changed from 1.5 to 0.5. This means its main gun is just like other TDs vs infantry. Without mg upgrade its useless vs infantry.
because youll probably be able to beat a soviet player that does the very one sided strat and you execute your strategy properly. you actually are rewarded for playing well in this game.
Sometimes, the best strategy that Ostheer has to counter Guard motor tactics just isn't enough.
Have you ever played top tier 1v1 and 2v2? In my experience, especially in 2v2, usually we end up with 4-6 85s per opponent. Now dbl that and expect 8-12(considering unit preservation) 85s rushing you with only 4 paks/couple stugs/maybe a tiger. Now watch mark target insta-wreck your tigers and stugs. Then watch as the horde of guards/85s wipe all your at-guns. With a lucky 120mm shell as well. You're gonna be in for one hell of a patch imo. Cpt. Molo will be leading the charge.
Everyone's reaction to watching 85s stream roll into their HQ every game they play:
I have experienced top level 2v2 matches. I'm currently ranked 14th for Ostheer. I'm not saying that you never face that amount of T34/85s in 1v1s and 2v2s. I'm just saying that it's even more out of hand in 3v3s and 4v4s because you can often be 3v1ed or 4v1ed in the bigger gamemode matchs when you have noob allies. In 2v2s its alot more manageable because you rely less on your ally and will only ever have to vs 2 enemies as opposed to 3 or 4. I'm in no way disagreeing with you, i'm only saying it gets even more disgusting in 3s and 4s.
Lol, they nerfed sov mortars to shit. Who needs 82 mm now? Also, we can deploy only one heavy tank, but what about Kt and panthers? Meh and CAS still opieop.
Did you read the part where they are able to get flares?? Meanwhile Ost mortar has counter barrage...
Besides, Soviet mortar is far more accurate than Ost mortar. Squad wipe precision strike was broken honestly. This is just one of many squad wipe options gone for the soviets.
people need to stop thinking that tigers are the only way to deal with t85s. seriously, there are a wide variety of ways to deal with 85s. okw obviously have their shreks, raketens just got buffed, theres always mines you can place if you munitions to spend, the JP4, and panthers as well.
ostheer have shreks, paks (OBJECTIVELY THE BEST AT GUN in the game), a newly buffed stug that fills in the role of mobile AT, and is basically a poormans JP4, teller mines (which have a high chance of destroying engines), fausts, panzer 4s, etc etc etc. combined arms tactics will defeat the very simple strategy of guards > t85s. you have the tools, USE THEM.
Agreed.
Paks chew through T34/85s, Riegel AT mines are also very nice to have against T34/85 spam too. The only place T34/85s get out of hand are in 3v3s and 4v4s where you can suddenly find yourself being attacked by 6-8 premium medium tanks without a moments notice.
Yes, a team game with randoms, and yes, I know that draws bad players. Still, I argued with a team-mate about which was more viable: he stated that camping was valid as USF, since if he left his position the flank would've fallen. Hint: the flank had already fallen. I suggested that whoever makes the most progress against the enemy, in terms of territory, resources, etc..should get support from the others if possible, as it is easier to support someone who's got momentum , than bang your head against the MG, bunker, panzerschwere, etc...wall. I don't have a replay, but am I wrong in thinking that supporting a team-mate who's on a roll is the right way to go ?
Depends on what flank he's defending as well as the type of armies your allies and enemies had(defensive or aggressive). If theres a Schwere HQ and bunker in front of him they are likely being defensive there so supporting a breakthrough would have been better.
OKW Battlegroup HQ is mandatory because of basically free maphack.
As USF the AT snare nerf means Shermans are going to have fun vs Ostheer. The holy trinity of Gren, Pak, and Tiger has been a lot and Ostheer will suffer vs Sherman spam.
Other thoughts?
I assume you are referring to the 200 mp infrared half track?
If you want map hacks put spotting scopes on a 222. It doubles the scout cars LOS and only costs 30 munitions.