Allied artillery isn't superior in any way. UKF and USF cannot even field proper artillery without commanders.
The general problem of the Infantry+Artillery combo is: It works until the axis bring the counter. The counter will usually be something like:
->KT+JP4+Stuka
->JT+P4+Stuka
->Ele+Brummbär+Panzerwerfer+Offmap
->Ele+P4/Ostwind+Offmap
-> so in general: strong AI tank + strong AT tank + strong Artillery unit/offmap, supported by sporadic infantry
Speaking about lower entity squads: ... tell that the USF/UKF players who go up against OKW with Pfusiliers and Volksgrens. Soviets are dead in the endgame anyways, unless they receive life support from USF or UKF.
You do realize that a JT or a Ele cost a lot and use a lot of pop cap? Could it be possible that if you destroy those unit's supporting weapon teams and infantry (low entity axis sqauds and weapon teams), they are pretty much on their own and can't do much?
Please, try to keep up lol.
Elephant ... 20 POP
JT ......... 21 POP
Comet ...... 20 POP
IS2/Tiger .. 19 POP
You destroy Elephants and JT only in theory. You dont have enough Alies rank, to play really competetive games. I also prefer to play an axis, when I playing alone.
Heavy TD are realy problem and It is good that the autumn patch will be dealt with.
(problem only in big team games)
Sometimes I am able to kill up to 3 Jagdtiger more often twice in a row in one game do not take considiration Tiger and some other vehicals as USF using AIrborns p47s commander during combined arms attack that includes
1) Recon pass
2) simultaniuos infantry push with 2 shermans and (1 or 2 jacksons behind) up front
3) Smoke (free fast and very far) from 2 Scotts a) 1 in front of Jagd b) on some AT or side that i expect fire from
4) using p47 behind Jagd and Approching and blocking Jagd with shermans
5) while u do this u have 2 Smoke from shermans
Sometimes don't even lose any vehicals some times lose all of them (2 shermans and 1 Jackson)
I am prepare it during all the game abusing popcap crew.
Its not all in.
coz of garanteed kill Jagd and most of the time something else
Infantry survives and immidiatly build another 2 shermans
This work on some maps in 3 vs 3 and 4 vs 4 with rundambs Sometimes you aliies just dump mediums and hevies so its not relevent to win.
But even with 1-2 guys on skype I can't even imagine what else can be done.
PS Ele dies even quicker. Sometimes KT and TIger in the one push
It hard to implement if you have one hand only and able to control only one squad
Can you post replay, where are you doing this?
Whats is your rank in 3v3 and 4v4?
Heavy TD decide team games. And in team games they have no weaknesses, because they will cover your teammates.
Nor does the price decide, because there is a lot of fuel in the team games.
Can someone tell me what the 'team game meta' is? Is there is a 4v4 meta (if so, what is it)?
It's practically another game. In 1v1 you must outacap and outplay oponent. In large team game you have plenty off resources and It's more about overturning the opponent = more mortars and MGs, less infantry. Flanking is almost impossible.
The biggest problem of team games is late game asymmetry.
One top are heavy axis TD (and Soviet one) and tools for deal with them. Key is find a good balance for offmap abillities and the possibility of defending them for axis.
- heavy TD and tools against them
- proper POP for tanks
I read some time ago some myth about HEAT shells. Is tru, they have lower accuracy, then normal shells?
If I turn Blits + HEAT, have HEAT rounds accuracy boost from Blits?