what also helps, don't use your mg as lone squad covering flanks (yes its easy untill it fails)
suppressed troops that are being shot at stay suppressed = use atleast 1 extra squad so you can freely reposition your mg without eating molotov, grenade
target you mg manualy for faster supression of multiple squads(and the mg42 already has the highest aoe supression)
4squads+mg >>>>> 5 squads
the mg's were fine untill the western front blobfactions came
(and i still don't think blobbing is hard to counter, its just sad the it works)
but' i 'd find an unpassable wall of mg's and mortars behind em just as sad and boring to play against, its static axis play stalling for superior endgame tanks)
so for the mg's, give them all more aoe suppression so they're more effective vs blobs
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and concerning meta, what inverse said
okw has all it needs in its basic units, by default
mobile infantry for capping power with good AT and good AI
no wonder they Always play the same way, no wonder there is only 1 way to counter it.
give them choices to mix and match mobility, AI and AT |
if just any squad can force your mg to retreat its because
A. your opponent already knew it was there
B. that mg was all alone
C. you just want to have it easy, set and forget and keep the area clean
if its 5 infantry squads vs 4 infantry squads + hmg
the one with hmg will win every time
(well maby not if it's an okw blob with obers and fallshirms, that crazy long range dps)
but yeh we want the hmg to block of one side and cap the other with our 4 infantry
oh my wet dream: what if the mg42 could cover its entire arc as good as other mg's cover their small arc
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the penal satchel works
not everyone uses a-move all the time
if they a-move the truck will stop well outside of satchel range anyways
never seen someone throw a regular grenade at a light vehicle? it's not the best but sometimes it's all you need
faptrack i squishy, lots of things work against it
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fallshirms at max range have lots of dps yes
all axis are stong at range
ostheer with 3x lmg grens and 2x shrecked panzergrens would do the same to you in that situation
and why are you on the muni vp in that fase of the game
stick with one of your teammates and focus on the other map side where the fuel is.
only thing i agree with is that good long range dps is easier than trying to close in without losing to much men to do dmg
if you want to sit on a vp and defend it, you should play axis/ostheer, they are made for that
if you want to play allies, you must win fast, in 4v4 that means attacking together with a teammate
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god you have one anecdote of that one game you played where shit in green cover got wiped
shall we make a list of stuff that squadwipes every game? |
weird game,weird tactics
at the end you got him good with stuka
try capping where they are not all i saw was amove blob towards enemy, lose 4 models from 7 squads and mass retreat
and micro your squads in cover to fend of blob
its easier to defend than attack
etc etc
try to beat cpu hard first
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lure it with penals
as soon as it starts deploying, throw satchel
instakill before it can unpack again |
i find mg's perform their role well
i'd hate it if they would go from support weapon to frontline troops suppressing everything in range
that turns the game stale and makes it to important who got somewhere the fastest instead of clever infantry movement to control a point
the game is meant to play with infantry infront, covered by mg's and mortars/at gund behind
fuck i hate arranged teams where it's mg's everywhere covering each other. by the time you can counter that 10 minutes have passed. |
the issue is not if there is enough combined arms
its that selecting all infantry and a-moving forward is so effective
and the blob keeps comming back with more units and more vet
the only thing that works against it is getting squadwipes
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