IME stug is a situational weapon of course, but it is protected against mortars, incendiary call-ins, artillery strikes and rockets if one wants to hold a contested center.
Infantry and Paks get torn up by these weapons.
Whenever I see a pak or troop concentration as a Soviet player, I buy a munitions firebomb on top of it or fire a rocket barrage. |
All I did with the free weekend is play with the Partisan tactics and Urban defense commanders. I find both to be fun but impractical.
Overall, I found Partisan tactics to be fresh and fun like Osttruppen, but not effective for a real match. I still need my IS-2/ISU/soviet industry.
Urban defense I found mostly plain outside of the Forward HQ, which has use in larger matches (3 v 3, 4 v 4) where the trekking distances are large. |
I personally prefer the IS-2 over the ISU-152 (due to the IS-2's more offensive orientation). My doctrinal choices revolve around the IS-2/ISU.
It is essential to have a pair of Zis guns w/ conscripts operating in conjunction with your tanks as the IS-2 is not cost effective against the panther(s). I also include a HMG if possible just to protect the conscripts and zis guns.
If you have 3 or even 4 guns against the Panther(s), it'll even out the odds. The idea is to 'bracket'/'pincer' the Panther from 2 sides. The Panther should run into the Zis guns first (always, if possible) and get AT naded as fast as possible. The IS-2 then comes in and fires into the rear. If the Panther(s) backtrack, the IS-2 takes responsibility and pursues while never exposing its rear to the Panther.
So this is how I go 'Animal hunting'.
The ISU-152 is also a good counter against the panther but very often shots bounce off the front, and the other side backtracks the panther away so it's harder to trap them.
There's no perfect recipe, but when I go 'animal hunting' my IS-2 tactic is rather hard to counter, as I hunt animals in a coordinated way (bind 1 w/ IS-2, bind 2 w/zis) and the opfor needs to 'blob up' and find a way to kill the pair Zis gun crews first.
I do the same thing with Tigers. With the Tiger Ace, I use a trio of anti-tank guns instead of a pair. |
This is my #1 doctrine, due to fuel drops. It gives me an unfair advantage. |
spotting scopes are essential, just like the 3rd Mg.
They extend the tanks' forward vision by double and protect the tanks. |
As noted earlier, Stugs are the only way the Germans can fight the IS-2 while they're still in T3. It is also better than the P4 against KV-1s. Pak guns are 2 shotted by the IS-2 and usually don't pen the frontal. The long range (50) of the stug helps as does the stun. But it requires very careful micro and use with supporting units, as the IS-2 can 3 shot the stugs. |
Rank the top 10 most effective. This IS NOT asking about your favorites. If you have less than 10, don't include them.
Soviet
1.Soviet Industry
2. Armored Assault
3. Counterattack
4. Shock Rifle Frontline
5. Shock Motor Heavy
6. Mechanized Support
7. Guards Motor
German
1. Luftwaffe Supply
2. Elite Troops
3. Assault Support
4. Mechanized Assault
5. Spearhead
6. Lightening War
7. Jaeger Armor
8. Mechanized |
I haven't found a single bulletin that isn't nearly worthless.
NKVD Rifle is probably the worst Soviet doctrine. Too much munitions heavy options.
Worst German? Probably German community defense doctrine. (tank traps one).
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If P4s are skipped, the Stug (s) + Ostwind. can work although the Ostwind is worse than the Brumabar in clearing out zis guns. |
PzG are good but they are waste of a meat shield like penals are (high cost, but same HP/armor as 240 mp units).
I never take a contested point with PzG only. I always pair them with 1 Grenadier squad. The Grenadier squad can panzerfaust or rifle grenade, or fire the LMG/G43. while the Pzg closes in to do big damage. The idea behind this the grenadier squad fires first- usually with a rifle grenade which tended to stun the conscripts (2) and drop them to cover even if it doesn't do much damage. The Pzg gets precious seconds to close in on them and open up. Then I charge the grenadiers. Once both squads are in point blank range, the conscripts fall like flies.
By doing this, I spread the damage I take between the 2 squads so I'm not bleeding manpower so bad and I retain flexibility with 2 different types of infantry.
I usually have 2 PzG squads. By the time tanks start appearing, they are vetted up and I give them the Panzershrecks.
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As Soviet player, I pair Maxims with conscripts.
So it's 1-2 conscripts, 1 Maxim.
The conscripts can do a lot of things, but their rifles suck at AI and sometimes the molotovs miss.
So I use the HMG to pin the German infantry so the conscripts can (ideally) toss a molotov on them before they get away.
Against PzG, the HMG works well. |