Stugs are excellent. Cheap, good damage, with an amazing vet 1 ability and able to penetrate all but the heaviest allied vehicles from long range with ease. 75% of the time they are my first purchase out of T3, and the 25% remaining are for P4s when I'm already winning the game at that point. |
Vetted Sturmpios?
STG Obers?
Falls?
G43 Fusiliers?
Flame and assault grenades?
Such a lack of options, mang. |
Their early game is ridiculously map dependant.
On wide open maps, they are basically forced to hug their corner and avoid overextending, because they get overwhelmed easily.
However, On city maps they are much more powerful thanks to Tommies having their bonuses on all the time and Vickers being terrors against buildings. They can easily leapfrog forward from garrison to garrison and unless you get lucky with mortars or manage to flush the Vickers out, it can be all uphill from there for the Brit. |
AVRE is not that good is fairly easy to dodge.
Relying on brit armour to counter blobs is ridiculous preposition, it assumes you already got the fuel advantage, by then the axis can just start rolling out the big cats.
Vickers (especially in a building) + sniper + IS can hold a portion of the map without much trouble if you play decently. From there you can try AEC to gain more map control, or dig in until you can get a Cromwell which is the most cost-effective medium in the game. This comes at, what, the 12 minute mark? If the big cats come out by then, you've been woefully outplayed.
Beside, if your opponent is blobbing hard, you can cap around him with relative ease. Blobs are not tactics used by good players. |
My issues with mines and demo charges is it requires ample map control, lots of ammo...and still its not a wipe guarantee. At one point i just have to give up on demo/mine planting because the pressure is constant and any retreating unit will take a long ass time to get back up into the fray.
It is fun strategy though.
Conscripts i don't build more then 2 nowadays, they just die too quickly and have no weapon upgrades to carry them to late game.
Might try the katyusha again, but that is soviet specific only, brits are so screwed vs panzershrek blobs, all their heavy counters are effing static, non-doctrinal arty is useless and no rocket spamming vehicle to exploit like everyone else.
Oh, brits vs blobs have to rely on their armor. Cromwell, Comet, and Churchill (both normal and Croc variants) can really hurt blobs. If you're unfortunate enough not to have the advanced doctrines, the Engineer AVRE is akin to the Sturmtiger and one well placed shot can obliterate any blob. Worse comes to worst, they also have crazy offmaps.
In the early game, a IS and then sniper + Vickers combo, with a supporting AEC now that they are buffed, should allow you to hold out until the heavier hardware rolls out. I find brits have more problems with Luchs/fast P4 than blobs personally.
And absolutely get the Katyusha. It's not as OP as the Pwerfer, but it devastates blobs if you aim it well. I had several matches where my Kattys got 40+ kills, and one where one got 75 kills. Make sure you protect it with AT to counter the inevitable Panther; mines on the roads to your base are especially valuable for this. |
As Soviets, use MGs, Guards (who can trade some blows with the blob or grenade), microed T-70, SU-76 barrage, and mines to contain the blob. If you can get it under control and avoid them having enough fuel to get a Panther, the Katyusha can often spell the doom of a blob. Spot their medic truck, force the blob to retreat, barrage away.
In urban maps subtituting guards for shocks is a possibility, but can be risky, you want Guards to be around in case of a Luchs. Maxims, however, are more or less required vs OKW I find, you simply won't be able to effectively fight them off with just conscripts early game. |
The engine damage is just stupid. Dropping shells on my army out of the blue is bad enough, on top of that they instantly inflict engine damage AND the doctrine has a free recon plane?
Remove that aspect, definitely. No offmap should be so powerful as to nigh on instantly cripple 3 tanks with little to no counterplay possible. |
I'd rather have my M20 shoot antivehicle rounds than have to wait 3 seconds to unmount, shoot a rocket, and then get sniped to death by your new 222 AI gun at range.
BTW, i think other posts were mentioning at least 35 fuel for all these crazy upgrades. there will be no fruition here.
anyways, i think lelic will disagree with you guys here. there will be no change to the 222 in terms of fighting power/damage/attack rate.
It's more that you can have the RE squad mount in the M20 while the crew can repair and use their bazooka. Zookas are a 50 ammo value, and you get one for free, and cripes those mines are so powerful they are easily worth some more MP cost. They can one-shot a Stug.
Relic will do as Relic does. But Ostheer has a bit of a hole in their midgame where they have no viable vehicles until T3 is built. The 222 could fix that. |
Guys, no matter how much you increase the stealth cooldown (e.g., 30 secs), the cooldown on the cloak applies ONLY if the shot was fired from stealth.
What this means? There is a way to allow OST/UKF snipers to fire WHILE RETAINING STEALTH.
(Yes, I've already informed Relic about it. Yes, it's the intended design).
(yes, this works on all camo in the game)
Please share with everyone & abuse until rebalanced.
That manipulation won't work unless your opponent is comatose or your sniper is heavily supported. It requires some pretty hefty micro, and conscripts can flush the sniper out with Oooorah.
Personally, I'd just give all snipers received accuracy during retreat (is that possible?) so that they don't get such a get out of jail free card when compromised. If a german sniper runs straight into my eagerly awaiting conscript squad, he should die. No ifs, no buts, I have outplayed my opponent but the sniper is so tough I get no reward for it. I get why they gave them armor and extra hp so they don't get instabigged by mortars, but if you let your sniper take small arms fire you deserve to lose it. |
Uhh... M20 costs 340/20.. and you want at 260/25 to do the job of an M20 AND COUNTER it. lol, greedy much? If it can do all that, it should cost as much as a luch
Who said anything about counter? It should be competent in a roughly similar way. Adjust the price to 290/25 if you wish, the 5 points of extra fuel makes its cost very similar, without the M20's ridiculously powerful mines or the free bazooka you get from the crew. The new 222 would of course still lose to light tanks like the AEC and Stuart 1v1, but would be able to inflict some damage to them as a micro-heavy deterrent. |