I can't imagine what it would be like trying to earn all the commanders through war spoils alone. The whole concept is currently flawed, disapointing, and not efficient. There are promised changes on the way to improve functionality and allow players to trade in duplicate junk for something else.
Just wait and hope they implement this system better than the first go around. |
This is usually caused by your internet. It happens to everyone, and is a feature of the "Battle Servers" that you connect to. Instead of lagging everyone, the player who is lagging will stutter and catch up.
Some people have said that if you do not minimize the game once you load, this is less of a problem. |
I like to use them by placing a small group of them to block a bridge. The default behavior is to build them in a line, but it is not needed. It takes a little extra micro, but by queuing orders via Shift + Click and placing a small cluster of 2-3 instead of a row of 4 is handy.
You can also plant them in a row, and then build wire directly on top of the trap row. This prevents vehicles from crushing wire, and also prevents infantry from crossing or cutting the wire (As OKW only).
The biggest downside to tank traps is also blocking your own vehicles pathing. In a best case scenario, you place tank traps slightly forward so your enemy cannot reclaim part of the map, or forces them down a particular path. |
It's easy to ask for the world, but the shipping cost is huge.
I've been a long-time fan of 3v3 and 4v4. The logistics of forming a tournament are a nightmare, and the game is pathetically one-sided in large game modes.
I'm really pessimistic about the idea. The thought of subjecting oneself to Allied 4v4 against equally skilled opponents is not a pleasant one. |
Secure Point is a joke to me. It's a Relic of a vet ability that was never inspired nor particularly useful.
It is perhaps an Easter egg, hidden by the Relic devs. A little gem of satire, meant to both make you laugh, and make you cry. |
I'm skeptical... |
Yep, I love building a couple tank traps for cover.
Building wire in front of objects is ideal, but trickier than you think. The "volume" of cover is about as large as the wire, so be sure to build it as close to the edge of the cover without building on top of the cover itself. |
I love this unit in 4v4. For the last few months I have almost always opted to go Captain with Stuart, but have started using the Lieutenant and AA-HT instead. This unit is suited for both agressive play, and defensive play.
It's best use in 4v4 is a mobile suppression platform. At max range you can effectively suppress and kite Volks with Shreks. My AA-HT's generally last into the late game, as I am very careful with them. In the late game it may be vulnerable to tanks, but it is still extremely effective at dealing with flanking units. It can shut down a whole blob on the flank.
If using offensively, carefully micro it so it remains at max range unless you are sure the area is clear. Use Rifleman to spot for it, and pressure MGs, Kubels, and other infantry. If an OKW player builds their medic truck far forward, you have the potential to chase them off before the retreat point is unlocked, and also suppress shreks from max range who may also be defending it.
If it survives to the late game, keep it slightly behind the lines and ready to deal with infantry threats. I prefer to get a Jackson first to cover my AT needs. |
Mines, Pumas, Shreks, avoidance, and patience.
The JP4 does quite well against it. I had a game recently where a JP4 stumbled into an IS2 and they duked it out in an epic tank battle. Ultimately, the IS2 won but was 1 shot from dead. Just couldn't get in there before he got away. The JP4 is an excellent tank destroyer, and with a little support should handle an IS2. |
You are significantly overstating the ability to skip teching:
Assault Grenadiers alone is not enough to overcome the US or Soviet factions. Unless you are playing someone way below your skill level, in which case, almost anything would work.
The PGren halftrack has always been a fun, interesting, and potentially strong unit, but it is no replacement for T2. The Wehrmacht Half-Track is invaluable for reinforcing, and the Pak40 is one of the best AT weapons in the game against Medium armor. They are also expensive at 40 fuel, and unlikely to survive against AA-HT, Stuart, T34, AT guns, anything. PGren shreks are a Relic of older times (See what I did there?). They're less effective at range since last patch, and are still a very vulnerable AT platform. One AA half-track can sufficiently suppress and kite shrek squads and not feel threatened at all.
The Stug E is effective against infantry, but will not stop enemy armor. A T70 could kill a Stug E. I think the Stug E is the stand out unit of the doctrine, and is effective against infantry and light vehicles. If it came at an earlier CP level, it might be OP.
The Tiger is, of course, very good. There is no doubt that doctrines with late game heavy tank call ins reign supreme. |