Guards are mediocre as anti infantry. Their PTRS AT rifles have a 5% chance to instantly kill infantry, and when the RNG god doth shine down upon thee it can mean very good news. The grenade is potent but expensive, and is best saved for when there is a favorable clump to blow up. The DPs are a nice addition, but I find their overall dps to be lacking against infantry. The 1.5 armor allows them to stay in fights a little longer, and at close range the DPs are fairly lethal.
Snipers and Guards are one of the best combinations in the game. In the current meta many soviet player choose to get early elite infantry via 1cp shocks or guards. This allows you to have those elite troops face off against T1 and T2 german units.
When a soviet player gets 2 (or sometimes 3) snipers, followed by guards, there is very little a german player can do to effectively counter. You are protected against infantry and light vehicles, and any squad that takes a volley of 2-3 sniper shots will retreat, because the next volley means a lost squad.
Many players are expecting to see guards and shocks moved to 2cp in the next patch. This would change the meta slightly for sniper/guard spam, allowing a German car to potentially come out and harass snipers before the guards arrive to counter. |
The "fix" people want for matchmaking is for the matchmaker to be more selective. This also means considerably longer queue times for everyone.
Vote NO on proposition The Ladder is Broken. |
As mentioned, a rule of thumb for Mortars (and other indirect fire): More accurate at closer ranges, less accurate in the fog of war. The 120mm mortar with a max range barrage into the fog of war is incredibly inaccurate. At short range with vision, it is very accurate and devastating. This applies to all indirect fire.
Attack ground is useful if you expect an enemy to approach through a choke point. You can attack ground preemptively, and if it hits an enemy they will be visible and alert you of an approach. Couple this with a trip flare and you can barrage the choke when they advance.
Is Attack Ground really more precise? Can someone confirm this?
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I don't understand the fervor with which the OP is investing into this argument.
If there was a community member whom had the qualifications, geographic relevance, legal right to work in Canada, and applied for the job, maybe they would have hired this statistically unlikely applicant.
That person could have been an amazing CM the likes of which the world had never seen! Press releases would burn in their wake and tournaments would rise and fall!
But they did not, they do not have to, and I think it is time you found something else to be critical of. |
A hyper-critical community is the sign of one that is committed to the game.
That doesn't make it cool to publicly insult someones credentials. Poor form, 0/10. |
Bunkers can be a real hassle to deal with. I mostly play 4v4 with friends lately, and several German teams spam bunkers like crazy. I have never lost to this in a 4v4 because there are several ways to deal with it. They are a much bigger road bump in small games.
Guards do well against them. If you go for a T1 build and get guards, you can put them in a scout car and roll up behind the bunker. AT guns can attack ground into the fog of war if you know where a bunker is located.
Mortars and flamethrowers take forever. |
Both factions can get away with minimal base building, but it is rather doctrinally limited.
It is easier for soviets because of the potency of Shock Troops, and the wider variety of call-in units. Guard Motor Coordination is excellent for this purpose, because the T34/85 tanks come into play at 7 CP, which is earlier than most call-in tanks which arrive at 9 CP or later.
Germans have a slightly tougher time, but with Shreks and Paks you can hold out for a Tiger. Also, Mechanized Assault commander was mentioned, and is designed specifically for this purpose.
For both factions, I think it is necessary to at least go T2 in order to make this work. If waiting for a call-in tank, you will surely be run over without AT guns. AT guns can be quite unforgiving without proper tactical play. I would imagine most of the time you would need to lock down an area with MGs and AT guns, mine up the flanks and setup a trap.
I have also seen soviet players use both T1 and T2 while waiting for call-in tanks. Soviet Snipers with AT guns proved to be an absolute nightmare for me to deal with one game.
Bulletins are pretty worthless in general. Many people choose to stack all 3 bulletins to benefit the same unit. The concept of bulletins is good, but their implementation is an absolute waste. There is next to no meaningful choices to be made when choosing which 3 you want to use. |
Scout Car + Sniper and guards is one of the most powerful strategies in the game on big maps. The only thing that stops me when I use this strategy is random mortar shots killing the sniper in the car, but not the car.
The upgunned scout car is extremely pathetic given it can easily die to small arms fire, let alone guards. |
It may have been an annihilation custom game. |
Is there a way to bind move / attack order from Mouse2 to Mouse3?
My mouse is dying, right click doesn't work all the time anymore, and it'd be a shame if I had to stop playing because it takes 10 clicks to give a simple move order.
There is no way in the game. You could use your mouse drivers to change make a different button correspond to button 2. Also, if you can settle for a cheap mouse, there are very inexpensive options to replace. |