Damn is it crewed by wizards? What about the crew make the hps doubled or the gun do more damage? Lol
Being one with a machine can enhance its strength and minimize its weaknesses. Veterancy is sort of a representation of crews knowing how to position their tank for least exposure, being able to identify threats more easily, and being able to deal with threats more efficiently . All of that is harder to represent on a micro level, so the default is just making it A: kill quicker and b: harder to kill. |
I've been having some success with mgs spam and purchasable vet. At vet 3, using ap rounds they will tear apart scout car flamers and they even kill t70s. I actually fought off 3 t70s with four vet 3 mg42s.
Holding off infantry requires constant re-positioning and keeping your mgs always in the arc of another. With this and not using as many grens, I have plenty of munitions to spam tellers mines. I always keep 2 pios so no matter what I have one free to place mines. This doesn't really give you hard offensive power but you can do a slow defensive creep and fall back through mine fields and pak coverage if needed. I also like to throw some bunkers in the mix as a fail-safe if I do get overran
Then when I get close to tiger ace, I make sure i have 4 pios and vet 2 of them, which makes them repair rapidly. I send in tiger Ace and wreck shop, retreat and repair when badly damaged. It feels cheap as hell but since I cant fight off the hordes of elite infantry without the cheese, oh well.
When dealing with snipers..support weapons, I use one mg as bait. I'll run into the line of fire then put another mg on the flank and use inc rounds. Snipers trying to fire get killed , maxims get pinned by 2 mg and retreats or dies. Same thing with mortars and at guns. Inc rounds work really well, even vs garrisoned units. 2 mgs firing inc rounds at a 1 garrisoned unit will kill that unit quick.
Inc rounds are the best ability OH has in the entire game. Constant barrages of inc rounds eat shock troopers alive and if they get bold and try to rush a pack of mgs ,they get slaughtered, even on retreat.
The one issue is arty spammers. Since this doc has no arty, all you can really do is grin and bare it till tiger ace. Or you can try p4 raids. |
Thread: S mines20 Dec 2013, 23:08 PM
i think they want that the minefield to be used in quantity to defend against a large infantry attack, thats why its so big and expensive
But no one ever uses them so it has the exact opposite effect |
Best way to counter them imo would be to go triple mgs + dbl snipers into fht/pzrgrens. Whenever I try heavy mgs, sniper,into t2, out come flaming m3s destroying most of my force. Even throwing grens in the mix, mgs need to babysat so much i cant cap very fast. I'm starting to wonder if they are even worth it. I guess the mind games imposed on enemies should be added to shocktroopers bio. |
Piospam was fun. :-)
Engineers need receiving experience from mines.
M3s, shock troops, and t70s I think would make pio spam impossible anyway. |
Man, I built 2 flamer pios out of my last 20 games and they lasted 1 or 2 shots and boom. Which I rarely see on penals but 90 percent on pios. |
If they want a counterpart to the T-70, why didn't they give us a Panzer III?
I want a Panzer III... I like that, germans are really missing light armor recon!!!But only if its equivalent to a t70 and not a glorified scout car |
I've been feeling like I'm playing the post nerf pansy elite again. The once mighty Ostheer army from beta now struggle for air. The building nerf was great, but now using buildings as germans is suicide due to low squad count,and nades/molotovs. Soviets still can use them without the always imminent threat of losing a whole squad. |
I agree that early shocks forgo map control, but it becomes a slow roll of death as more and more shocks come out and then they are every where. Mg42s are not a counter to competent shocktroop users because of cheap smoke grenades. Only way to deal with them is to overmatch them, but then you are the one losing map control as you have to dedicate multiple units or a tank to deal with one squad. |
This thing has a gun right?, It is shooting fairly large explosive shells but yet ...
It cant penetrate a Su 76 very well,
It can barely deal with a t70(unless the t70 user isn't brain dead). A alert t70 user can eat 4 to 5 shells before circle strafing the Stug IIIe to death
1 can barely handle a conscript squad. 2 or 3 become much more effective, but unless you have a group of them they are not worth buying. Especially considering 2 costs almost as much as a tank that does 10 times better. Only way I've ever got any use from them is combating shock trooper spam, but only because they have no at nades.
4 Stug IIIe 's cant beat 1 t34.
It dies within 2 shots of at guns and anything heavier than a t34.
2 shots from t34 and its non functional, 3 its dead.
It takes 4 shots for it to kill a half trak(if it hits).
It does very little damage vs buildings.
This thing is really the most weak sauce version of a stug that has ever been conceived.
The only thing this has going is the mp cost. I rarely don't regret calling these things in. This thing needs something to make it viable. Range increase maybe, free spotting scope, inf aura something, it is just bad. Or maybe remove the Stug IIIe and replace it with a regular stug for slightly cheaper. |