Or an alternative (more conservative) way to use the schwerer HQ, is to have it covering your native VP, and concentrate all your forces at the other one. This way it totally prevents any kind of harrasment, and if the enemy decides he wants to try take it out, he will have to send a decent sized force all the way accross the map to do so, putting him in a position to get cut off and surrounded by your main force. |
Paks by far do the job better, at range. But paks are very vulnerable to getting rushed and flanked, esspecially by multiple medium tanks. Thats why shreks exist. Because if you have them in a building or bunker, or uncrushable cover, they are going to win you that engagement. |
Lol mines against infantry as ostheer to cover MG flanks? 60 munis a pop for sign posts? Are we playing the same game? lol.
Thing is, if you have a well placed MG with S mines on its only vulnerable flank, it totally magnifies the power of the MG, because you are creating a funnel, or killing zone.
In this, the designed function of S-mines, no other mine will work as well. Because a normal mine will go boom ONCE when set off, then your flank is open to any other oncoming squads.
S-mines cover whatever area size you choose depending on how many patches you place (1-4), and they will stop a large amount of infantry that is stupid enough to try flank you.
Also, S-mines are the best at wiping squads that the player does not attend to, or if they are on a retreat path. |
Mini tip: if Im setting up a defensive position, I often like to get a forward command bunker for reinforcing rather than a half track, mainly because its more durable and cant be taken out too quickly by a raid of tanks. I will then keep MGs and paks around it with tellars protecting likely tank paths.
In this situation, Shrek PGs can work nicely INSIDE the bunker, this makes it very nasty for tanks which try to flank the pak(s). Now the PGs cant be pushed, or ran over (favoured tactics), and they get the added cover. Meaning they can concentrate on firing their shreks off. Only good counter to this if your MGs and grens keep their inf back is indirect fire or offmap strikes like flame arty. |
Every time I try to use Lighting I fall flat on my face becuase I really struggle to save enough munis for the planes. Im always spending muni on LMGs, Fausts, Tellars. So for that reason I prefer Elite Troops, get P4s and often vet them to vet2 (armour skirts), then when the time is right, call the Ace.
Mech Assault is good, esspecially if you do well early, as you can use a stug or maybe two to totally keep them off the map. This works great against Guard Motor 85s stall, IF youve done ok early on, as they wont have a solid counter to the stuge for too long.
But, after a LOT of games as Werh 1v1 this month, and trying almost anything... CAS is really crazy. Once you get the hang of when and where to use the plane call ins.
The advantage is huge MP pool because not spending it on teck or tanks, so you can get so much inf, backed by paks. I would back the paks with shrek PGs, as they will try to rush you with lots of armour, just stick them in a building or bunker to prevent crushing and pushing. Mass LMGs and MG42s just shuts down their inf.
As far as the planes go:
-use the recon run, lots, its cheap and you never run out of munis.
-Use the MG strafe when his inf is threatening to push you back, but try to have troops at hand to do damage or force them off.
-I really like the AT strafe, but it does not auto target, so you must use it carefully, either on damaged engine tanks or repairing ones he might not move(try for rear armour and aim ahead if its moving like you would an OKW stuka, or use it on USF ambulance. It is absolutely devastating to blobbed inf, so hitting his reinfocing inf at the HQ (use recon), has won me several games instantly, its cheaper than the dive bomber, hits slightly faster and has less of a giveaway.
-I like using the dive bomber against less than obvious targets, i.e. he probably wont move them, inf or tanks just panic move when he hears it, but MGs in buildings, or rear-ward mortars rarley move and get nuked quite often.
Honestly I did not fancy playing without armour for so long given how squishy Werh can be. But the infinate muni hacks totally transforms the faction. Its pretty bloody OP most of the time.
Medium spam can ruin you, but if you play well its ok. IS2s are harder to deal with, you better hope you got enough paks in time and maybe it will hit a tellar. ISU could stomp this I imagine, but people dont use them much.
One last thing, if you control both fuels for a bit early, which is feasible with so much inf, fast teck a P4 out before spamming muni convert. |