I had a feeling he would go for Fussies so I wanted MG to put fights in my favor. In my last match, I felt after my 3rd Penal I was floating MP before I could call in mg so I decided to try a slightly different build.
I opened with xtra engineer then Penal, clown car, penal x2. I feel it helps with early capping for T1 opening along with mine laying/bunker building/tank repairs.
During opening battle between his Strum+Volks vs my Penal, I lured him to my engineer and Car which forced a retreat which I chased down to get the wipe. Felt that was huge because now my Penal have advantage vs his Fussies and I don't have to worry about mines. I pretty much start to bully him until I make MG so now 1 gas is locked down and I put down mines on that side to bleed when possible. Decided to give T70 a go even though I suck with it, worked out pretty well. I was expecting a tank but I got mine out before he got his. I pretty much turtled up with MG suppressing while Penal chase away and 120 mortar get in hits causing some early retreats on his part. Eventually I get his P4 out of position and I do the usual rush plus AT overwatch to close him out.
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Started trying to use defense tactics for another MG option with T1 build. Went with standard penal/clown car/Penal x2. Early engagements went my way along with enemy making early Rak which gave me AI advantage. Usual decap and bleed. He decided to build a Flak track which I was able to destroy with PTRS clown/at satchel. At this point I knew I was ahead gas wise so I rushed Katy, which I barraged his Schwerzer with but couldn't destroy it before it finished being built. At this point, I keep trying to barrage his schwerzer to try and destroy it before it builds a tank. Even built a mortar and rushed my T34 in which I finally destroyed it but he got his P4 out. Now he has built up a sizeable point lead but I felt pretty comfortable that if I got his tank I could turn it around.
I slowly attacked him, poked here and there until I finally got his tank out of position for a tank rush and AT overwatch. Got the kill, but I am under 100 point so he build more infantry and Raks, which I use my katy to slowly bleed him until he finally gives up. |
Does hit the Deck help the Dshka or just maxim? |
AG are badly designed unit (they where supposed to be airdropped but proved impossible to fix animation) but that is not reason to badly designed other units.
IC comandos start with 3 entities because the start with SMG. The reason they where not given enflied is that the get "super brens" and would be OP at long range with them.
None of these solution are what I choose but there a logic behind them so "I invite you to think logically about this situation."
Could they just change the code so Infiltration gets regular stats instead of the super brens? And make them choose long range or short range just like airborne? |
Updated the list.
Are you okay with the fact that Airborne Guards Troops arrive on the battlefield as a 6-person squad whereas Infiltration Commandos arrive as a 3-person squad? Moreover, the Airborne Guards Troops unit can either be upgraded for short range or long range while the Infiltration Commandos unit arrive with just submachine guns. I invite you to think logically about this situation.
Commando's coming as 3 person squad is dumb to me but they aren't a good comparison to Airborne Guards. Airborne Guards are meant to be upgraded so that when they spawn they don't destroy team weapons as stated by Vipper. Their grenade is also on cooldown for the same reason. Like you said the infiltration commandos come with the submachine guns so if you get a good spawn you can quickly get wipes.
EDIT: Also since Airborne Guards are a 6 man team, even after a fight they might still be able to crew a weapon.
Personally I think the commandos should come as a full squad and have to be upgraded with SMG just like the other units.
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Usual commissar build for me. T1/Penal/Car/Penal x3.
He went for early cut off I stopped him and then quickly decapped his cutoff and gas with engi/car. He got snare off but if felt it was good trade since his committed to getting my car while I capped map. Most engagements went my was due to catching him out of cover. Once I got CP2 called in commissar for healing and noticed I was trading pretty good so I made 5th penal and went for M5 for quick transport and mobile reinforce. Got his cutoff twice/gas twice and managed to get scorched earth x2 on his gas. Rushed a Katy which didnt really pay off to much but did force a lot of retreating from him. He made P4 and I made T3476 we poked and prodded each other with nothing really happening. He eventually made a Brumbar which I felt was out of position so I rushed him with x3 T3476, after several bounces and misses I chased him to Brum to his ATx2 and P4. We kept missing each other and I called in AT overwatch. He lost both tanks and I lost 2 T3476, thought it was good trade due to being ahead in MP and Gas. He quit shortly after.
Thoughts:
Scorched earth is a great ability, hard to use offensively but great if able to pull off. Since I went T1 I had no mg, used scorch earth on my cutoff for a nice surprise.
Commissar attack buff is great for chase down wipes.
I feel as if flametank has no place, Katy does the job safely and cost less. Even though I was ahead I didn't feel like it would have provided any benefit to me. |
Thats why you go with the PTRS penal, with the new Update they get 3 guns and each does 40 damage at 40 range. Not sure if there is a range penalty in clown car don't think there is. So in 2 volleys you are killing it or almost killed the 222, you should be at range and only close in when it tries to run away. I don't like flame engies much against Ost since they get snares to start the game and requires a little more micro from you to keep car alive since you have to get close.
I have a couple replays in the replay section. I aint the best but you can see what I mean. Your biggest issue is snare or shreks since a volley will kill you.
Edit: AT work so I cant answer more detailed but I put pretty good descriptions in each replay, except my 2 most recent I had put in words but didn't hit reply and it erased everything lol. |
Ah yes, getting 4 G43 Fusiliers and 2 Raks in a 1v1. It would be nice to be able to but if your opponent has half a brain he'll shut you down instantly.
Except Obers come at 10+ minutes and Sturms (who are much worse than PGs) fall off hard literally minutes after the game begins. Fusiliers have the trade off of being weaker yet more expensive from the start which is not ideal in 1v1s. Jaegers I must admit are pretty flawless.
Just go 2 volks/2 PF, got your early game performance plus snare for clown car. As a T1 player, PF is the hardest to counter due to G43 and their wipe potential when retreating. Shit is really annoying. Also its probably better to go battle groupe and rush a Flak track. T1 gets countered hard when used with G43 due to increased sight. |
Wanted to try different commander, Penal build with mg and mortar. Worked decently, got late game double panther kill with AT overwatch. |
As someone living that Penal life, I got a few pointers.
What commander are you using? I like to use commanders that either buff Penal or provide Dshka.
I feel the best for penal build is NKVD disruption tactics:
Radio Intercept- Allows you to know what enemy has built and allows you to react a lot faster such as PTRS for LV or if OKW made PF instead of volks. Really helps with clown car.
Commissar- Crowd control with fear propoganda and stand your ground makes a penal squad a massive damage dealer
AT overwatch helps against heavy tanks and scorched earth is a nuisance. I feel the flame tank is useless due to cost. My usual build is T1 4 penals with clown car being made after 1st penal depending on enemy and hold off on healing until later since commissar can heal. At that point you choose your LV, I like to make quad so I have some type of suppression aside from fear propoganda.
Airborne:
Weapons crate gives 6 SMG which in a clown car can be quite powerful. Situational but I love it.
Dshka airdrop: crowd control, pretty good damage, can push back OST LV
Airborne rally points: I don't use it in 1v1 but in team games quite useful for forward reinforcement.
Airborne guards: PPSH upgrade is free and gives cloak so you can ambush with it, LMG upgrade is good but you might get muni starved.
AT strafe: Can kill OST T3 in one pass if your lucky, always aim for rear. Really powerful but not much leeway.
This is my favorite commander, I just feel it is fun to play as overall. I usually build a conscript/T1 then make 3 penal with clown car coming after 1st penal depending on enemy. The conscript is important since it will be used for crewing the HMG and merging with squads to save as much mp as possible. Anything with Penal builds will have high mp cost. I usually get healing after 3rd penal unless I have enough CP to call in HMG.
There are other commanders that are good with Penals but these seem to be the most useful. Once you get used to them Counter attacks "For mother Russia" is a great buff for Penals. Lend Lease has mg/assault guards/infantry repair/ and sherman so its another one where they synergize well. Urban defense can create a massive power spike with forward headquarters and its buff ability.
I personally don't like to use regular guards because they are redundant aside from "button". A clown car PTRS penal can chase down pretty much every enemy LV in the game since it has 3 PTRS instead of 2. I wouldn't make more than 2 PTRS penal though since they become useless against infantry. Stick to one if possible.
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