Conscript support is actually rather good now that rapid conscription finally works properly. The ability to trade munitions for extra squads gives you a lot of extra infantry while not hampering your ability to get tanks. Conscript repair is also great. |
I'd say the ability is OK as it is now. You can deal with some early vet infantry. What you can't deal with is things like panthers getting cheap huge vet bonuses. Even more so in team games where 1 elite player could instantly give other players heavy tanks huge cheap XP bonuses.
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I think it's fine. The north player is easier to cut-off, but I have found that it's harder to hold the middle VP when you are south. You get a bit of a trade of: North is more vulnerable in the early game, and south has more trouble in the lategame. |
Dont forget maxims, and no tech t34-85 callin from Guard player, and IS2/kv8 from shock player + Napalm strike on your pak gun (his shreck pgrens probably got 1 shooted by is2 anyway) if ostheer didnt concede yet - IL-2 to close the deal.
The joy of playing ostheer this patch
You can't have all those things in 2v2. |
The ISU-152 requires a lot of support to function properly. Germans have, unlike the soviets, plenty of main battle tank options that can engage and circle an ISU-152 and take it out in a timely fashion. This is not only do to the germans superior penetration and dps values on their main battle tanks, but also due to the ISU-152s weak side/rear armor.
The elephant on the other hand is much more difficult to take out. The soviets main tank destroyer does not have a turret and is an easy target, and their main battle tank has low penetration and DPS. Even when flanked by a T34, the elephants thick armor and massive HP ensures that you have plenty of time to take out the T34 before the elephant goes down, even when caught unsupported. |
Barton and Andy played with standard commanders on SNF. I haven't seen Ace/Blitzkrieg/whatever considered OP commanders.
It's because those commanders are banned from SNF due to them being OP. |
For 2v2 I go:
2x cons
T1 -> 2x sniper
Guard
AT-nades here usually
Guard
Healing station
T2 -> 2x field guns
After that I wait for CPs to call in either T34/85s or the mighty ISU-152. I prefer the doctrine with guards and the ISU-152 as it fits so nicely into the overal strategy of this build.
If you have a teammate, he should probably go for something like:
3 or 4 cons, with
T2 maxim or mortar
Some shocktroopers
a field gun
T4 -> SU85s and katyuskas
The key to this type of play is to stick together on one side of the map for the early part of the game. Without your teammate, your force will get pushed of the field easily. With your teammate to provice a screen for your snipers, you'll do great damage because you won't have to retreat your snipers often. |
This changes everything! |
That sounds nice for a solution - it limits the mentioned problem and promotes flanking.
The mentioned problem can already be fixed by placing the MG42 in cover instead of out in the open. |
gg against this guys, much vp loses on our side, with big last attack, which bring the enemy too ragequit/concede
My CPU froze because I forgot to turn on the cooling system. GG WP though! |