You mean the one I set to deal with tanks that gets set off by infantry?
Give me a proper At mine and I`ll pay more for it. |
You mean the one I set to deal with tanks that gets set off by infantry?
Give me a proper At mine and I`ll pay more for it. |
Thing is, I don't see that many 3v3 and 4v4 maps where it is useful. I will put it my loadout, but I tend not to use it.
Steppes, Rhzev - Yes
Lazur Factory - No
City 17 - Only on the left, and preferably in Summer
Hill 331 - No. Either flank is too narrow, and mud makes it's already impressive lack of mobility even worse
Rostov - If you are fighting in the area where a Phant is useful you are either losing already or winning already |
Glad to hear it |
150 MP is cheap
60 MUN is not, especially in the early game when there no real counters.
Manpower is very rarely a limiting factor in building bunkers - especially as how it does not count against your cap and will pay for itself given time (someone can no doubt crunch the figures for how long a bunker takes to pay for itself versus an MG)
If the Soviets have gone T1 a Clown Car can drive right past an unsupported bunker and flame it from the rear. |
Ok, try any or all of the following as suggestions if you are not doing them already:
1) Coordinate your Commander loadouts so you are not all doing the same thing and have a variety of options.
In particular Recon gives its information to all players and information is power.
Use it to avoid armour concentrations and coordinate attacks
You can use it to set up bombing and strafing runs for other players.
Got a B4 giving you problems?
One player sends up a recon plane
Others get ready to hit it when it is found (ideally you want something that will kill it, not just decrew it - Light Artiller barrage and Stuka should do the trick)
2) Germans are excellent at holding ground once they've taken it, so team up to force the enemy off a key point and then bunker it to hold it, then move on.
Remember that bunkers are only a delaying tatic so have something ready to respond if they get attacked
3) SU85s should get driven off by infantry. 2xPGs with Shreks will kill them fast, even a Faust will get engine damage at which point you can circle or flank it
Also bear in mind that if someone has SU85 he probably does not have tanks as well apart from call ins
4) Talk to each other
Specific map strategies:
Rzhev- Summer, Lazur Factory are both excellent at locking down choke points with bunkers and teaming up elsewhere
Hill 331:
I like to send 2 to each side and ignore the middle. Once taken either flank is relatively easy to lock down with bunkers and some AT and you can go elsewhere.
Build a bunker at each of the road junction cutoffs at the fuel roads
Steppes:
3 v 3: 2 island, 1 middle first
4 v 4: 2 island, 2 middle first
Don't totally ignore the North however but in the early game that is for token forces only
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Yes, but depends on doctrine and how many people are in the game.
In big team games there are often lots of discarded team weapons around you can pick up.
I've thought of doing a big post on no or limited tech play, so I may do one later |
Got to try out Ostuppen and AssGrens to see what they are like, may buy them as they've some interesting options
Did not do much with the Sov CounterAttack as I already know the KV1 is nice from TOW.
Did not use Luftwaffe at all
I think 10x XP is too much though |
3 or 4 guards squads will do the job for me.
Possibly conscripts even, I don't think they are so tough.
But if you are attacking with those you should swarm it like Army Ants, and any other infantry should stay well away. |
I usually find the best use for T1 is as the quickest route to T4 |