I go mech when fight brits and let engineer drop medic boxes to heal. if they play mortar pits, bofoers, stuka is way to go, if not luch with VG shrek support and get 2 at gun to fight centaur
to fight USF i will still get ISG, double ISG still great to fight USF blob, usually result 1 good landing kill 2-3 model at once. |
it is worth every MP you invest in early game. it is macro depend to keep it safe. let it stay behind your VGs during combat, it works as LMG and no MP bleed as long as it is alive.. also it is great at caping non key points at start and FU and MU points. 15% faster caping and fast speed is key in early map control, the more area you have to slight advantage in resource income you will have.
as AchtAchter states I found good way to use kubel is not rush to FU to fight at FU point immediately but instead cap other points then go to FU when fight break out. use it to move behind HMG team that is combat your sqs and I result wipe quite alot of them if they think they can tank the kubel damage first to fight infantry, take the vickers (maxim will get away as it have too many men ) from my opponent for own use. |
A single ISG rekts everything Kappa
if your ISG is vet 2 above then it is ok, but if it is non vet ISG then it will suffer some MP bleed to fight mortar pits, and a single non vet ISG won't win against mortar pit. in a 4v4 game i used 3 ISG to combat mortar pit spam. but need teammate to take the AT guns.
Stuka is your best friend. but it is not greatest art anymore the USF rocket tank is the best now. before you get stuka make sure you have plenty AT power to protect it.
big games is all depend on your art war. depend on some maps, I could get 3 walking stuka to constant barrage. 2 stuka is needed if they got emplacements deep in their control area fire the first round usually they will brace. wait brace is gone barrage it the 2nd time. usually it will kill it.
|
Sure thing, just make sure to make panther, KT and JT no more armored and with the same HP as pershing
Idea is to have no AT spam for OKW, because cost effectiveness of that is utterly broken.
Do you see ost blobs with 4 shrecked PGs running around? No? Then that is the goal.
Why do you need 8 shrecks on the field anyway unless you blob hard like a scrub?
2 PG is 4 shreks... 4 shrek PG is 8 shreks, do you ever see anyone get 8 VGs? i don't think so.
also i see USF running around with 10 zooks quite often. both faction have shitty AT guns that is why it give main line infantry shreks and zooks, bring the AT up to line with other faction AT gun then they can move the shreks. also OKW don't have any nondoc cripping while USF have. |
People keep suggest Shreks goes to SP, well when u see more than 2 SP on the field, so it is pretty much limit OKW only get 2-3 shreks, then USF's zooks weapon cache should be removed to let USF only have captain have 2 zooks and give captain 1 and M20 crew have 1.. fair enough. LOL |
well ostwind come later than centaur,
so when centaur arrives OH prob usually have 1 pak, OKW prob 1 AT and 1-2 shrek, and facing 222, puma, p2, which all ate by centaur like snack
when ostwind arrives usually face T34, SU76, sherman, comwell which all ate ostwind like food <---This is pretty much the reason alot ppl don't get ostwind.
centaur shreds all german light armor's like knife and butter. while ostwind have trouble deal with Stuart and AEC, increase ostwind pen so it can easily force off those 2 units.
also when they first arrive they are facing different blob size, centaur face max 4-6 sq (depend on weapon team he have), ostwind (facing 5-8sq and possible med armor) on the field since ostwind kills slower, it need on the run most time.
for example centaur face 3 sq VG with shreks, usually come out winner as it will kill fast enough to force 3 sq vg to retreat, while Ostwind will most likely run from 3 sq rifles with zooks as it kill slower.
so because of arrival time difference and quite few factors centuar is much more effective than Ostwind
i actually interest to see centuar and ostwind 1v1 who will be the winner, prob centuar though.
|
It's that, or the weird broken kubelwagen that relied on suppression mechanics; pinning down cutoffs in some maps; and then the usual volk spam into whatever tank the OKW is rushing for.
Old kubel was much more frustrating to deal with than new kubel. New kubel will still be useless after the 5 minute mark; so its basically 210 manpower spent that will be rendered obsolete. Still don't think there exists a unit that is rendered so useless after a certain time period. That its existence might as well prove to be a hindrance. Not even bren carrier/WC trucks come close to it.
ya i know what you mean, even from start it can't even 1 on 1 any infantry sq.
they should give a kubel able to place mine and repair other vehicle ability, damage increase and 360degree firing so it is like a weak version of M20, and bring it the price to 240mp and 15fu. it will tend more useful in late game instead of sitting at base doing nothing. (Kubel damage so low i never get it pass vet 2)
|
PIAT works very well against infantry, way better than zooks and shreks LOL which is not the roll it intend though. |
Royal Engineers dont have extra line of sight or flamethrowers and while they have the anvil upgrade thats locked behind tech
Pioneers have their line of sight and flamethrowers which is used and is effective through out the entire game
Royal Engineers while a good unit dont have as much utility as pioneers in my opinion and the utility they do have can also be fulfilled by other infantry units of the UKF kind of like Rear Echelon and even Rear Echelon can get flamer throwers
and while the wasp on the Bren Carrier does exist that thing tends to have a short life span
Royal Engineers are probably only useful when you get triple lmgs which will cost you 190 munitions but you can also give those lmgs to your Infantry Sections kinda like Rear Echelon you can give them bars or give it to Riflemen the choice is up to you
royal engineer is great, it got almost same CQC power as SP with only 210mp, unlike CE or RE or PIO that any mainline infantry will win in CQC with them if they don't have upgrade, while royal engineer can beat any mainline infantry in CQC. before the HRE cost, i use to get 3-4 of them and blob them to fight OKW, it works great. |
The bad thing is that it makes the OKW HQ truck idea a sham since it ends up being just like Ostheer/ Soviet base buildings. At that point you might as well just limit HQ trucks to HQ sector.
i actually think OKW HQ truck is a buff to OKW, as it doesn't need to wait for 3min for replacement anymore. |