2 Ostruppen squads are the same cost as a conscript, stronger than a conscript (between them over 120% of the health, 80% of the DPS out of cover, 160% of the DPS if all models are in cover), and they can have one unit hold a building and another cap a point at the same time, or cap two points simultaneously. It's especially problematic on Semoskiy because there are so many buildings, and controlling buildings is a key part of the map.
I think in my Ostruppen whine thread Von Ivan posted some tips on how to play Semois against an Ostruppen spammer - sending your first engi to get the house by the fuel for instance. Those may be helpful if you're struggling against it on that map.
Yes, you're correct on the numbers according to the DPS chart values. The Ostruppen shouldn't be faced with a one conscript squad out in the open. Using molotovs will even the odds so you can't go off pure DPS or HP values. The Ostruppen lose DPS quickly because they get dropped pretty fast. Conscripts with PPSH's or elite infantry have no problem taking on Ostruppen. The annoyance of Ostruppen is when they get mixed in with higher value infantry. This makes it tough for a Soviet sniper to do any meaningful manpower drain on the enemy if you're taking out units only worth 10 MP. I'm not saying that Ostruppen are perfectly balanced at all, it's just they seem to be decently balanced for them being added (I know that relief infantry made them obtainable in the past) fairly recently. |
forget the superior numbers ..meet the Ostruppen spammers they shit those babies out straight onto the map no build time required.
The Ostruppen are easy to kill and cannot fire on the move. Plus they cap at half speed now. They aren't a huge deal to contend with. |
I hate the Ostwind. To kill it with anything short of an SU85 you need to use AT grenades to take out it's engine, then retreat the squad. Use Guards to button while you have your ATgun/T70/SU75 take it out. Alternatively if you have enough cons around you can take turns throwing AT grenades at it while the guards have it buttoned.
It's an open top vehicle, right? Has anyone ever had a lucky mortar hit take it out?
The open top has no bearing on vulnerabilities of the Ostwind. The problem I have with the German vehicles right now is if a German player uses the Spearhead Doctrine to get smoke. Smoke is a dirt cheap spammable ability to use, yet button costs 40-45 munitions to do every time. Smoke cancels the button so you always end up with an ability that is unusable due to how expensive the button ability is. |
To be honest going Tier 1 is risky move, since players who tend to use assault grens rush Tier 2 now. This allows them to rush a scout car to destroy any clown cars, which destroys the purpose of T1. My advice is if you go Tier 1, you need the doctrinal at gun or guards on the field and even this is unreliable because they can get a scout car before you reach 1 cp. Going Tier 1 can make the player very vulnerable, also going T2 isn't that bad. The german player most likely skips T1 so this allows maxims and motors dominate the field. Plus you have a reliable at gun as well.
At the moment, Tier 1 just isn't very good for the soviets. The penal troops aren't effective for the cost and the M3 has a pitiful MG mounted on the front and back. |
Throw grenades at light vehicles standing still. Most players won't be expecting this, and won't move their vehicles when your shocks get close. Takes roughly half health off of the 222.
All weapons are more accurate standing still. That's pretty much the key to winning those initial engineer battles.
In the game, some weapons don't have moving accuracy penalties. MP40's, PPSH 41's, and STG 44's don't have an accuracy penalty while moving and shooting, I believe. I am 100% sure on the MP40's having this ability. |
So, I was wondering if these guys have some weaknesses to exploit. Right at the start of the game, I find them difficult to deal with.
Hiding in buildings works well too. Their MP 40s don't do much to units in garrison. If they throw grenades, just pop out and be thankful they just wasted 60 munitions. Like others have said, they have no AT capabilities can be be overrun by a simple scout car at range. They cost 32 MP to reinforce so doing damage to them makes them costly. |
Since no one replied to you, I'll take a look at the replay(provided I can still view it) when I get home. |
I found out why it got beaten. It was on Minsk Pocket and my SU happened to be on a slight slope so its shots were going high. That's why I hate Minsk Pocket, sometimes your vehicles can be on a bump in the ground without you knowing. Thought something was strange.
Another thing. Do not underestimate the STUGs vet 1 ability. Target Weakpoint can easily allow a STUG to get 1-2 free shots on you while the tank is stunned. They can win that way. |
Checked out that game of yours Rooster, awesome. I'm impressed that you were ablle to walk that PiZ right into the flammentrack's face and send it to hell. You did it without guards as well. I have to get a lot better with my AT gun use. Mine almost always get circle strafed to a fine paste .
The only reason I got it is because I was using the TrueSight mechanism to shield my AT gun from view of the Flame Thrower. Got off a quick blast and that turned the tide. Your AT guns won't get circle strafed if you have infantry to back it up. A quick AT nade will always make them think twice. |
How does the body armor work on these guys? Does it just reduce the damage received?
It reduces incoming accuracy and deflects a percentage of the damage received. It make you more vulnerable to flame damage. |