Do you guys end up skipping Major altogether because of the Dozer and Wolverine being call-ins?
I've just started using this commander again, and I'm liking it! Just trying to decide on which build makes most sense. |
Oi, sorry for the incredible, incredible delay –– if you guys are still searching for people to team up with me, lemme know.
SteamID: Rooster Illusion.
As for the delay and lack of seeing me recently: Grad school is kind of a bitch. |
Hey bud, awesome guide. As someone who predominantly plays 3s and 4s, it's certainly appreciated.
In a 4s match on Lienne last night, I ran into Soviet Industry in the forest, which was a first for me. I'm used to seeing it in the middle farmland and the town, but this guy, ingeniously (at first, until I finally figured things out) would park his KV along the paths out of LoS, and would push forward with infantry to scout. During the first few engagements when I would experience near or full squad wipes, I was shaking my head in confusion. Damned forest.
But again, thanks!
Have you done these guides for any other maps? Do you plan on it? I found the cutoff info particularly helpful for thinking about how to approach the match. |
Soviet industry openings are all about conserving manpower. If you have the micro, I believe that a 2 engie -> 2 sniper build would work best, with conscripts filling in the gaps. Relying on snipers will give you less manpower bleed, and allow you to stock up manpower.
I like to have at least 800 MP saved up before activating soviet industry. In large teamgames, if you have teammates you are working with and if you are fighting 2 or more OKW, I would go T4 and get 3-4 Katyushas and a few SU85s. Use the katyushas to punish OKW blobbing and destroy the enemies' base buildings. The SU85s are used to support your allies and protect your katyushas. Remeber to build mines.
The KV2 is not my favorite unit, but it can be useful as a supplemental unit for your allies. Use it slightly behind the frontlines to bombard enemy positions.
So, you build Scout building ––> Engi 2 ––> Sniper ––> Sniper? Push with Engis so the snipers can … snipe, maybe grab some flamers to make the Engis a wee-bit potent. And Katy > KV for the blob control, eh?
Thanks for everyone's responses, by the way. The biggest issue I seem to see is when TEAMMATES go Industry, but select their commander as soon as the match starts. |
Invite me whenever I'm on Steam –– I think I have 600+ hours, and I don't think that I suck! If you think otherwise, I bet my charming personality can win you over. |
Thanks guys. Because I'm an idiot, I didn't notice the other Soviet Industry thread until after I posted this.
I typically open with penal-penal-M3-sniper, but as has been hinted at in your other post, Van, I get screwed by the MP requirement to replenish the squads.
A point that was brought up in another thread, which I thought made a lot of sense, was that the issue is actually less with the Axis armor, but the *infantry* –– those roaming packs of schrecks/ubers/offizieren/sturms/fusiliers/terminators is what ends up doing most damage to me. I've actually found that a lot of German platers in the big group games don't take care of the armor very well; they roll it right in there while leaving themselves open to flanks (which I love doing with 34/85s). But those infantry blobs are what give me fits. And I guess due to the imbalance of 4v4s, it's harder to manage them.
But maybe the KV8 is the solution? |
I always have good results with putting guards in a building. The OKW players typically overestimate the Luchs' ability to kill the garrisoned guards, and the PTRS packs a punch against its light armor.
Semi-related question –– do guards/all units fire/reload faster while garrisoned?
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So, like the subject says: in 3v3/4v4, what's the best approach to using the Soviet Industry commander?
Con--con--con--con until 3CP, then T3, and a couple of T34s until the KV assault gun? I typically make T1, but that doesn't seem to be smart since theirs less MP to go for restoring squads once you hit 3CP.
And I suppose another question would be how to use the KV effectively –– better to park it in its firing mode or have it be a mobile gun?
Thanks all! |
Hey all,
As I relayed in another thread on here, I'm a big fan of Soviets' Tier1 coupled with guards commanders, normally for the ISU152 or, occasionally, the 2 T34/85 call-ins. With that being said, I normally have no issues handling German infantry, as the snipers/penals and then LMGguards tend to do the trick just fine, but I'm always curious about the number of guards are should be investing manpower in. Normal for me is 2, and I never go above 3. But am I doing it wrong? Typically after the first two, I start to second guess my expenditures: should I build SU85s? What about a Kat?
Anyways, thanks in advance. |
Hey Ninja,
4v4 is my favorite game type –– so maybe these tips to people who play 1v1/2v2 will seem noobish –– but I have a few build orders that I like to play around with.
If you're playing against a majority OKW team, I immediately build T1 and go sniper –– scout car –– penal squad. The sniper should be focusing on the Sturmpioneers, as they cost a whole lot of MP to reinforce. The reason for the scout car is to deal with, mainly through flanking, their Kubelwagon, which is a bit of a pain in the ass early on, if only because it'll deter you from moving your sniper(s) freely. By the time the penals roll out, you should have enough munitions saved to give them the flame thrower, which is good for mopping up the Volks/pios who are running from the sniper, or you could throw the flame squad in the scout car and have fun for a bit. NOTE: I only use this strategy in conduction with a commander that gives me guards, as you'll want them on the field to counter whatever vehicle they decide to throw at you. Sometimes, for kicks, I'll end up making a second sniper. Eventually, I end up making T2 so I can have a Zis to work in conjunction with my guards, and to be honest, more often than not I don't make many vehicles until I'm using the call-in for the ISU152 or the T34/85s.
Alternatively, I've read some people go sniper -- sniper and throw in a conscript or two while they wait for their guards to get to the field.
If you want to make T2 in the beginning for maxims in mortars, I suggest using them alongside conscripts, all the while you've selected a commander that gives you Shocks/a heavy tank.
Just my two cents, though. |