Best build order (for 2v2) is still:
T1 -> Gren, MG, Gren, MG -> T2 Halftrack
Keep them supporting each other and you should come out on top.
A Sniper can be rewarding but is a high risk unit and imo only pays off if you manage to use him aggressively until mid-late game. In the very early stage (first 5 mins), when you have to look out as Germans to not get overrun by rifles, the Sniper can cripple you and you lose the map. Not impossible to use him well, but that´s best suited for supporting your teammate in a 2v2. |
Hi,
since the latest patch that included Western front armies, I´m experiencing problems with the MG set up.
Often, but not always (so far it happened in almost every game at least once though) it can happen the MGs set up in exactly the opposite direction as ordered (180° turn).
I think it happens when setting up the MG behind cover. |
As Ostheer I always use the Bulletin for additional XP on the MG42. Those Vet 1 fire bullets are quite impressive. From Vet 2 onwards, they are good without the ability.
Keep in mind riflemen give you more XP than conscripts and don´t have Oraah.
Never use a single MG though. Two or three MGs with a halftrack can lock down a point well enough. |
There are much simpler answers to the ops question than this whole political discussion.
1) I don´t like the Russian restricting play-style. You either get snipers or antitank guns. If you went for snipers, you pretty much have to go for Guards to not get overrun by vehicles and to not get behind in the fuel race. Later on you either get a mobile tank and a halftrack to reinforce or a tank hunter and rocket artillery. Late game you can choose between artillery and infantry buffs or decent medium tanks or heavy tanks.
And all this already starts when choosing the bulletins. If I already added a T-34/76 bulletin, I feel like I wasted something of my factions potential if I go for the SU-85 (even if the bonus is minimal).
2) Americans are good early to mid game. After that they are a joke.
3) Politics aside: German engineering is cool. Nobody likes the Allied and more so Soviet strategy to throw away men in inadequate tanks versus heavier equipment. "Quantity is a quality of its own." Might be, but now imagine you are sitting in one of those steel coffins and you are praying that that Panther does pick out another tank than yours. Unacceptable.
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In competitive play I don´t see this as a very big problem. If your opponent can build units and has the time to unmount and remount the crews and then afford additional vehicles beyond the pop cap, you probably lost the game already.
Also it backfires to the Allied player. On 120/100 popcap that vet 3 riflemen squad can only be reinforced if you drop at least 21 pop cap points.
Imo there are more pressing issues. |
I don´t get this. I "unlocked" an Elefant bulletin last game. It was available - like every bulletin now - before that though.
So now I can unlock commanders that other people payed for?
And what is that arty strike at then of each game? |
So Ostheer is supposed to have no attack infantry? I don´t own that assault grenadier commander. What option do I have left? Grens who have to keep the maximum distance and who can´t fire their MG on the move? Or the PGs who die just as fast and aren´t supposed to attack?
It´s hilarious how people try to argue that PGs still fill a role, while adding that there are multiple rules to follow to not immediately lose them. Meanwhile the Soviet player gets Ppshs and right click charges his conscripts with 33% more survivability and costing 100mp less.
Look at the replays... there are barely any PGs around. Hell, even if the ingame unit description admitted PGs are useless infantry, there would still be some people around here who would say they were balanced. |
So people don´t mind having Soviets and USA in the same team.
But Germany versus Germany and USA vs Soviets is a problem?
Retarded world we are living in.
Immersion is at zero with USA, Soviets on the same map. So I´d like to see Soviets VERSUS USA possible also. |
There´s a distinct difference between the 120mm mortar and the Panther.
One is a doctrinal unit that provides indirect fire support.
The other is a non doctrinal end of tech unit and the players only hope to counter heavy armor. This applies to half the German doctrines - which don´t have a Tiger/Elefant.
So no, we better not get used to it. |
This highlights a major problem with only playing one faction, you have no idea what it was like to face a panther and how hard it was trying to kill one.
Blabla, everybody who doesn´t share my opinion is a fanboy.
Thats the idea, it was nerfed for a reason, not to get buffed 2 months later.
Because every adjustment that was made is meant to be. Like the ISU-152 adjustments. It´s totally meant to be to destroy the late game.
But let´s stay serious: Russian tanks were meant to receive a bit better late game quality. That was stated in the patch notes. They received that. On top of that the Panther was castrated.
Been living under a rock the past 12 months?
Have you actually played the latest version? |