If you can get Relic to redesign USF, then you can change the Jackson.
The Jackson is USF's one in two entire AT options for the faction, and the only one that can do something to a heavy tank.
Agreed. Without Jacksons, USFs have no non doctrine counters to heavies. They dont even have proper AT gun or Infantry AT. |
Goliath for Ost for 125 munitions. Behaves exactly like vCoH goliath but can only be deployed via Halftrack. Soviet Demo either requires sweepers, doesnt blow up near enemy sweepers, or has a time. Thats my opinion. Right now something needs to be done about the 90 munition blob wiper.
Please dont compare Boobytraps to demos. A booby trap will be set off by the first man that enters the circle. With a demo you can potential wipe 3+ Full vet squads with the click of a button. Big difference between them. |
So you're going to promote a copy paste bunker for the Soviets then Alex? this inst a Nerf of a buff its adding something to another faction that was designed to have defenses, and the Russians got the bombs to blow them up. So if you want Maxim Bunkers with he same fan as the Axis bunker to get an equal damage demo, bobs your uncle ill jump on that. But you'll find some argument that it doesn't work at way anyway. You want a free toy, like your Cache suggestion of OKW, no penalties for a buff, your logic is not RTS logic. I can see OST with demo if Sovs get bunkers, OKW does not need Demos with the mighty Stuka and Sturm around.
Demos arent usually used to blow up bunkers even if you think thats what it was designed for. Penal Satchel charges are for that.
Demos are mainly used to blow of bridges, houses etc. Now they're being used to blow up tanks, and infantry squads alike.
Also, a stuka makes a REALLY loud sound in the fog of war when firing so its able to be anticipated and eventually killed. You cant have sweepers on every squad to keep your units from spontaneously evaporating into a puff of body parts.
There are compilations of demos wiping squads. Not one of them had a bunker in it. |
As much as I like to use them, demos are in fact a seriously shitty feature from a gameplay perspective, allowing no brainer squadwipes. Extending that particular facet of cheese to the Axis will not improve the game, au contraire, no demos at all, now were talking.
To defend demos, they do cost 90 munitions and must be layed by engies plus can be spotted and destroyed. They are extremely good for dealing with blobs and i remember Relic wanting to buff blob counters. Anything that counters blobbing (demos) and is still counterable (with sweepers) is something ill promote. The only thing id like to see with demos though is that they are more usefull versus blobs (bigger explosion) but more expensive so they are less spammed and wont be used to wipe single capping squads for only 90 muni. |
required even combat engineers to have minesweepers to lay them. Assault engi's would keep them by default.
+1
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The tank itself isnt that bad but the fact its placed in the already MP starved commander its in makes it a sore investment of MP. I would buff its health or decrease the time it takes to go out of its stationary mode so it can have a chance to dodge stuka strafe and back away from enemy tanks. |
What I don´t like in Soviets is that they are overpowered in 2v2.
Go from:
1) Expandable, cheap infantry hordes,
2) with a general ammunition flow and cheap mines,
3) to the best and most devastating artillery mid game, Kat + 120mm,
4) to superior armor late game. Yes, IS-2 and T-34/85 + mark vehicle are better than Tiger and Panther, ISU-152 is better than Elefant in its utility.
Two Soviets in the game on equal skill? = gg
+1 |
As Luvnest and others have stated the main issue is that all 6 squad members clump up when in cover. I was under the impression however that grenades deal 50% reduced damage to units in cover(maybe just green?) and so having 6 guys clump up on 2 spots of cover will leave only those 2 guys with 40 health each and turn the rest to pulp.
I can't see there being an easy fix to the cover usage of soviet 6 man squads, but I've always liked the idea of suppression halving grenade range for all units, which I feel would benefit all HMGs and even provide a soft counter to units chasing vehicles to snare them.
Its the other way around. Grenades are supposed to be more effective against units in cover. Same goes for flamers. |
move up to capture territories after you force retreats, camp his cutoff so it delays his vehicles. this is by no means an easy win strategy, but its quite nice when executed
I was at the bottom and i had the left side so cutting him off would mean giving up the left side since the left and right are divided by hedges. I didnt want to completely give up the left side just to take his cutoff. It was really one or the other
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ALRIGHT U GUYS.
this build order should work for those that are patient and careful with their mg42 placement.
starting pio > hmg > hmg > gren > gren > (mortar optional) > battlephase 1 > pioneer to build t2.
send all your forces to your natural resources (the points on 'your' side of the map.
use pioneer and hmg to cap cutoff/muni/fuel. pioneer should always be capping one sector ahead of the hmg so that the hmg can react to any rifle pushes. pioneers beat rear echelon at close range.
use 2nd hmg to cap any strategic points you missed, and to prepare for the inevitable flank attempt. your grens will arrive to spport the 2nd hmg.
upgrade flamethrowers AS SOON as you have 60 muni. upgrade to t2 AS SOON as you have 45 fuel. the whole strategy here is to stall and hold ground until you get your halftrack and then you push on to their cutoff and you camp it.
once you start teching battlephase 1, queue up a pioneer as soon as you have the manpower. use this pioneer to build the t2 structure. you DO NOT want to retreat the flame thrower pio at all costs. he is your main DPS dealer and use him in conjuction with the mg42 to force retreats so you can slowly creep up to take territory
prioritize upgrading flamethrowers over lmg42s. lmg42s are great but flamethrowers have the potential for massive crits, and you double the chance since you have 2.
once t2 structure is up, you sohuld have enough resources for a halftrack, or else be very close to it. queue it up. as soon as half track is ready gather all your forces and attack the enemies cutoff. most 1v1 cutoffs have some sort of structure. garrison your veteran mg42s into the structure.
odds are the usf player went LT. 2 mg42s counter LT tech completely. why? because the mg42s shut down the lt unit itself, and incind rounds destroy both the m20 and the m15aaht. its very important you leave the mg42s in the building so that the enemy cannot see the reload animation before you shred their light vehicles.
use flamer pios to ward off any rifle flank attempts. use grens as normal, riflenade when possible, get lmg42s once you have flamers etc etc.
some things you must take into consideration:
the usf player is PROBABLY not retarded, so he WILL try to flank. change the position of your machineguns every time you force a retreat.
try to keep the two machine guns within firing range of each other. that way they can support each other when one gets flanked. also remember to keep your pios nearby your machineguns. they help each other, the synergy is real with the spotting as well as flamers.
pay fucking attention to when rifles throw grenades/smoke. once you have a halftrack grenades are almost a non issue since you can just spam reinforce.
remember to play safe in the early game since losing your mg42 = very hrd game
remember once you get your halftrack to aggressive push forward and to not be afraid of unupgrade riflemen because you can outreinforce their dps
remember to bait enemy light vehicles into your incid round mg42s in houses.
remember you can attack ground using flamers to shoot throw smoke and shot blockers
remember to always spot for your mg42s.
remember to lay tellers if you have some extra munitions.
remember that wehr t3 is extremely good against usf right now because a jackson needs 4 shots to kill ostwinds and p4s, while p4s only need 3 shots to kill a jackson and have 1.5 faster rof.
remember that if you successfully camp his cutoff for a long period of time youll be able to get a p4 around the same or earlier time as his sherman, and youll be able to destroy the sherman or atleast bully it and use your p4 to kill his fucking rifles.
if executed properly, youll be floating manpower in the early mid game because youll have suffered minor casualties while your machineguns do all the work in suppressing infantry and forcing retreats. use this manpower surplus to aggressively throw your grens into fights while having a halftrack nearby to reinforce, buy at guns, pgrens etc.
edit: having 3x 4% firerate for mg42s helps abit.
I tryed what you said on Angoville left side ( i was bottom) and despite catching nearly all his riflemen everytime, he still had more map control and had shermans using smoke then getting up close to my pak guns. Couldnt handle the riflemen running everywhere as well as the shermans |