I play mostly 2 v2 to 4 v 4. I prefer longer, larger games with more units. I still stall in 1 v 1, but less frequently.
I always build both t1 and t2 and fight with usual methods. However, I prefer to be fluid and mobile, and not static. I never build bunkers except the healing bunker in my base. I often don't build mortars, 221, and snipers (too much management and MP involved) unless there is a defensive concentration. But I build everything else, including the reinforcement halftrack.
I want to be able to quickly concentrate forces in places where they are needed. When I am attacked by a blob, I very often pull back and give ground, and then quickly counterattack in a way that favors myself.
The call-in SPW (Grenadier and PzG) is completely favored to my style of play.
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The tactic I describe is my most frequently used 'decisive battle'. I've used this since the game came out. I find the risk/reward to be too good and overall it is too easy to implement. The panther is just too good of a tank with its penetration, high speed, blitz, smoke, or spotting scopes. It's also the best raiding tank in the game. This is why I support the old higher price (700 MP, 135 fuel) for the current iteration of the panther. If the price was kept the same, I would prefer to see the panther nerfed.
With the Soviets, a shock attack like this cannot be done with non doctrinal units vs. T4. With doctrinal units, I try something similar with the IS-2, Zis par, and the KV flame (Or Is-2, Zis pair, infantry blob.) but it's much less effective as I don't have the same speed and flexibility. I've ended up fighting German prepared T4 defense rather than a scattered one.
All this sounds to me like you should be the one winning the battle with the Panther. You sound like you are using your strengths and minimizing the weaknesses of these units. So I don't think this argues for the panther not filling its role well. If anything I think you are arguing that the panther fits well.
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Akosi, where did you get your information?
2 CP for the first one is PPSH's.
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I use this later game tactic all the time, but I don't usually have the resources to buy rocket trucks. I don't buy pak guns if I'm doing this. I do however, make sure I have enough munis to drop a frag bomb or a light howie strike.
I find that soviet players don't space their infantry/Zis defense particularly well. It's often due to the way the map is set up or laziness.
All I need is One panther, 2 Pzg, and one brummbar. I announce my arrival with panther first, and then drop the munitions strike on their weapon crews. IF I'm using mechanized doctrine or Jaeger(one of my favorites), I have a spotting scope advantage.
The only thing that stops the PzG's full stop is the Maxim. Otherwise, I press forward with them while taking losses. While I'm doing this, I'm getting a view as to what's in front of my armor. Even just 2 volleys of rockets- (8) will drop the SU-85 to half health. Then I retreat the Pzshreck pair after they lose entities. Even if I only manage to fire one volley it's often worth it. There is this shock effect that's going on in the other players' head as he shuts off focus forward and there's a movement delay as he backs off awkwardly with SU-85s. Then the Panther moves in while this is occurring and finishes the job. Once the Panther is on top of them, the SU's advantages are lost.
The Brumbar is binded to #2 and I keep it to the rear of the Panther. I make sure it's spaced away from the conscripts, and in any event, it ruins soviet infantry squads in 2 shots. I always try to kill the conscripts first as I am aware that AT nades will doom the panther. |
Using Panthers with a pair of panzershrecks is beastly. The SU's and everything else initially fire at the Panther first, while the Pzgs sneak in to destroy the SU. The SU's are knocked out by double PzG very quickly in short range.
Even if the Panther gets a damaged engine or gets knocked out and you hit retreat on the Panzershrecks, you've gotten the 1-2 SU-85 and killed a bunch of infantry which isn't a bad trade.
With brummbar, there is even more synergy; the Brummbar knocks out the Zis guns and murders the conscripts.
And one must not forget how vulnerable the Soviet armor support is. It's all infantry and Zis guns bunched together. Frag bombs and light howitzer strikes tend to inflict heavy losses.
For me, the most powerful attack group in the game is German T4 + Pzg+ munitions strikes + Panzerwerfer.
The Is-2 + Zis pair+ conscripts + munitions + rocket truck is not nearly as potent- mostly due to the high cost & coordinating delay of the IS-2 and the Zis pair. |
The Brummbar and the Panzerwerfer were also rare while the T-34/85 was deployed in the five figures starting from 1944 onward. They largely replaced T-34/76's.
The most common German armor were Stug III/IV's, Jagdpanzer IVs, Panzer IVs, and Panthers in 1944. Tigers were in their heavy tank battalions. Oddly enough there is no Jagdpanzer IV (armed with the same gun as the Panther) in the game.
The most common Soviet armor were SU-76, SU-85, T-34/76, T-34/85 in 1944. The Soviets also had a large inventory of heavy assault gun regiments which were armed with the ISU/SU 122/152. Heavy tank regiments and brigades were armed with the IS-2 or KV-1. |
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Instead of T-34/76, I use 1-2 SU-76 during that mid-game timeframe. I use its barrage for AI, and I wait until fuel is up for the SU-85. Then I use the two types together w. SU on focus forward. But have 60 range so they can move together.
The SU-76 is 'ok' for the price. It is no T-34 but it's better than nothing. It helps clear weapons teams/cap zones and bleed some german manpower. |
As far as Soviets go, there is a new doctrinal ability for the upcoming 'Tank Hunters' doctrine:
RPG-40 assault: Multiple RPG-40s are thrown at a tank. I'm speculating that it's basically like the assault grenadiers' ability except with tanks. If all AT nades connect, it will probably do a guaranteed damaged engine or engine critical for heavy tanks.
I also speculate that it will cost a good bundle of munitions, and more than 60 Munis.
http://imgur.com/ZhFprP3
There is also an IL-2 anti-tank bomb strike, engineer salvage kit, PPSHs, mines
The 'overwhelming Armor' doctrine may be of use, as it has 'elite T-34/85s'. I am guessing that it is the soviet version of the tiger ace. |
Overall, I find the rocket truck to be a lot more useful than the B-4. |
My favorite doctrine is armored assault since I am always wary of getting hit by German T4/Call-ins. I always listen the radio intercept for evidence of T4.
The plane strafe, which will damage tanks, the self-repair, and the IS-2s in the late game even the odds in my view. German infantry otherwise do not intimidate me as soviet is strong in infantry & AI.
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