How would OKW counter emplacement spam without a LeIG?
Stuka is too costly and everyone braces when they hear the rockets launch.
Raketten can be barraged by the bofors or the pits.
What would be the alternative here?
And frankly the "just go around it" or "wait till you get a panther" are ridiculous solutions. |
Having access to recon is one of the most trivial things to accomplish in a teamgame (the topic of the OP).
Moreover, skillplanes don't require line of sight (i.e., fog of war). They only need the target to be visible for a split second. You can make a target visible by e.g., firing a panzerwerfer over the target area (at max range, to reveal as many tanks as possible).
This is also why, if you plan on using an AA vehicle to take down skillplanes, there is high chance that the vehicle itself will be targeted (and die).
Each skillplane summoning grants the user with 2 planes, and 3 strafes per plane.
The very instant that a target becomes visible, the skillplanes have acquired the target. Thus, they will go for a strafe (which can follow the tank even outside the indicated area). To pull off additional strafes, you need to make a target visible in the affected area again.
In 1v1, this is still considered acceptable because:
- Resource income
- Recon is not readily available in containing doctrines (well.. except for Vanguard).
- Skillplanes mostly works as area denial, since nobody will go back after the first run
- Thus, in 1v1 you only benefit from the alpha strike of 2 strafes (1 per plane)
In teamgames, everything is the exact opposite. And to be more precise:
- Summoning 2 CAS loiters at once means that there will be 4 planes hitting an armour blob at the same time.
- Thus, you get the alpha strike of 4 strafes. That's more than enough to turn a game.
- This doesn't even require any real coordination either. Even in randoms, you can type "Summon skillplanes here, now <ping>" (then, you just wait until you see your teammates' red smoke pop, and you do the rest).
- No counterplay possible.
This is very well described. If you are playing a team who is well coordinated, these abilities can have a YUGE impact on the game, enough to swing it in a different direction. When these abilities are called multiple times and spread out properly you can basically cover half the map, making impossible to avoid, even in your base. If Relic limits air abilities per team to one at a time, it will greatly alleviate the impact these abilities have in team games. Ex: if p47s are in the air, typhoon fighters must wait till the p47 run is finished. |
Enough ammo for shreks is always good Mobile defense is currently the best choice against soviets.Paks and shreks are fine but they lack mobility,hence i would really propose going for a puma.
Hmmm this sounds like it could work - wait till I see t70 then call it in. What if he goes 2x guards? |
Four grens is a bit much in the early game. Investing that much will really set you back in manpower for when the t-70/m5 comes. You want either pgrens, 222, or pack for your 5th unit. You would also want to get the sniper a bit later, and the mg earlier. If you have the mg early and suppress a squad, that's 1/3 their army out already. Keep a gren sorta near to protect the mg and make sure that squad retreats. Now you should be good to go against the other units without too much trouble.
If you are facing cons something like mg-gren-gren-gren-(pgren or pak) will work well. If you held all your shit you can get the pgrens for ai and follow up with the pak before light vehicles hit. I don't recommend a 222 versus cons unless you are planning on using a spotting scope doctrine. The 222 will lose effectiveness when they get at nades and will die when their light vehicles hit the field unless they make a huge mistake. Not worth the manpower in early game, imo. Against maxim spam it can be effective on open maps where you aren't going to get surprise partysan'd.
Dealing with maxim spam is going to be a lot more map dependent. If they don't have partison tactics equipped 222s will work great, otherwise go for a sniper. Build will start the same as before since you don't know what the opponent is going. MG-gren-gren then get a sniper or quick to 222. At some point get a mortar. If you know he will get maxims from bulletins or something you can skip the mg. Remember to get flamethrowers on the pios. Always be expecting the t-70 and prepare for it, or you will lose.
There isn't really a perfect opening for Ostheer, they are fairly flexible in the early game. Pick and choose depending on the map, you will get a feel for it with practice. Watch some Ostheer games to get a better understanding of the faction. Ostheer is probably the weakest faction in 1v1, but that just means try harder. It's not a big enough problem that just playing better wont solve.
Thank you - I will try the early mg vs con spam. I've been avoiding it since they always seem to hoorah around it or use green cover but its worth a shot.
I'll try the pgrens instead of 222's with the late mortar. This doesn't leave me a lot vs t70 - one pak? Should I be saving the muni for shreks as insurance?
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4v4 pleb been playing some 1v1 recently and I am having a great amount of difficulty with OST vs Sov. Whether its maxim spam with partyson or scripts with guards - I can't seem to find a solid strategy.
Versus script spam I typically go gren - gren - mg - gren - gren - 222.
Versus maxims I go gren - sniper - gren - gren - gren/mort - 222.
By the time I get my 222 out i'm either met with partyson/guards and it basically nullifys this unit - am I wasting my time with the 222? Sometimes I even make 2 of them but their window of effectiveness is so short, im either me with more guards/partsons and then finally a t70.
Skip the 222s and build pgrens/paks?
Someone suggested 2x snipers?
I don't want to get into what I'm doing late game since I usually can't get past the t70s.
I have Lightning War / Mech Assault / Mobile Def for my commander loadouts. |
Skill planes.
In 4v4, we can have all these different air abilities flying at once. We used to have a limit to how many p47s strikes could be in the air concurrently. With the Brits new abilities, you have 3 different type of OP plane abilities all flying around at once. Its unfortunately game changing and cheap play. Players now build ammo caches to stock munitions just for this very purpose. Its madness. Limit the air abilities to one per team at any given time. |
That highfive you give when cookiez does an unbelievable job with a guide.
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Is it possibly a windows 7 issue? I've seen a few complainants and this is a common denominator. |
Very nice! Thanks Cookiez. |
HOUR AND A HALF?!
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