If Relic is reading this, can we please be done with this no-talent troll bullshit ? |
Grants are pretty good, yes. I also find that it's better to not use Matildas at all, as they are very slow. For my play style at least. If I'm raiding or diving, Crusaders are much faster and I haven't noticed a massive trade-off in firepower. Matildas suck. |
does anyone build it ? I find that mid to late game, these tanks are useless. Much better to get Guards for AT and leave the tanks out of it. Matilda used to be great but now has been nerfed into oblivion ? |
you're not wrong in the sense that it feels as if they said, "hey let's take all of the most irritating shit about camping a map and make a faction out of that". It's frustrating and retarded. As someone said, smoke with mortars then move behind them them and take them all out, leaving an offmap arty on your way out, then team pushes in to kill the ones that will try to rebuild right away. |
No problem. You're not supposed to catch up to motorbikes (or LVs) with AT infantry, they're to destroy/repel attacking vehicles. This guy is using a meme build that dies fast the moment bikes start dying off, just like kubel spam was in COH2. If he's replacing bikes, that's just going to make the next stage harder where vetted AT inf meet his Carros/proper LVs. Even BAR rifles will shred through motorbikes fast. (Fire on the move) Rangerzooks or LMGRangers are worth a go too.
Quad mount AA's cheap and available after X Support Centre has been picked. Prob best if the situation is that dire fast and you want to chase down the bikes. That'll shred through them extremely fast. Just don't let it get isolated and focus fired by everything.
I would honestly suggest rushing AT guns if the above isn't working for you. Just keep the guns protected by a (multiple) Rifle screen + maybe a Zook squad.
More good advice, thanks again |
AT boys as UKF, into Stuarts.
Zook squad as USF. Parazook if it's getting really bad fast. Chaffee will stomp all vehicles in the Axis arsenal until StuG/T4 (not counting long range Marder III shots behind inf screens).
Thank you, I'll try that. I had resorted to 2 zook squads, but being infantry theyre not quick enough to catch up to them, and whatever units he loses, he just makes more. The end result being that he's harassed all resources enough to cost us the game. By the time I get a reasonable counter out, he's got the aforementioned 7 or 8 carros, which easily destroy any armor or infantry I can field. |
Team game 4v4. One axis player literally makes 6 kubels or whatever theyre called now, harrasses fuel. transitions into 6 or 7 carro light tanks, and just fucking dominates the map. ideas ? |
I use pretty much the same strat for both 2v2 and 3v3. I play mostly Armored battle group, but this works with anything with some minor tweaks.
WSC start MG first with Assault Engineers. If you're spec ops you can replace the engies with Weasel. If I'm facing DAK, I'll go either another MG or zooks if I see a vehicle super early. If I do get that second MG, zooks are next. You have to have them to protect against the clown car.
If it looks like I'm facing Wehr I'll probably go sniper after that first MG instead of a second MG/zooks. Zooks are next to useless against Wehr IMO. They're horrible vs. infantry (with the exception of the phosphorous rocket at Vet1) and I don't usually see impact vehicles as quick against them so I can wait for T3 or pop zooks later.
As an aside, I love the weasel for early capping and support. It's so easy to get it to Vet1 too, then you can tuck it somewhere for free early heals or just drop it back at your base and not have to build a med center.
I've been using mechanized upgrade a lot recently and getting a quick quad. They do a good bit of damage to infantry if you're careful with them and they can at least slow down the Flak HT if you're careful so it can help you hold your ground better. If you have any fuel income you can get it in 4-5 minutes. Plus Luftwaffe is such a common pick that it really comes in handy later for shooting down skill planes. You can still get it pretty quick without mechanized, but you need to hoard the munitions for the upgrade.
Don't sleep on AT's from T3 (or AB drop.) Hellcats are awesome and I use the heck out of them, but a well placed AT or two can mean the difference between holding ground or getting pushed back into your base before your T4 goes up. Chaffee's are nice, but they struggle against the range of Marders or massed Jaeger inf. Zooks cannot hold against anything beyond light vehicles. They're great against unsupported marders but that only happens against bad teams... I've also been using mortar pits a lot recently. I find them to be far more effective than the mortar team and they're pretty cost effective to set up.
Once I get to T4, it's Sherman 105's and Hellcats. This is where armor company shines with the MP and pop cap reductions for vehicles. I can get those shermans and hellcats out quicker and support more of them.
The drawback to all of this is that your WSC play has to be on point. It's not as forgiving as rifles. I don't like putting my MG's in buildings anymore. It's too easy for sturmpios to walk right up the center of fire of your MG and burst it out with a flamer. I try to keep my MG's moving and set them up to engage/cover each other. If you just leave them sitting somewhere they will get wiped out. Quad/M8/M24 all need a health amount of babysitting to be effective.
I struggle the most against DAK and am still working out how to deal with some of their stuff myself so, good luck.
thats very good input, thank you ! |
As a follow up to my own topic, I've had moderate success with going with 2 RFN squads, weapons support, 2 zook squads, then MG. Then going with whatever is appropriate for the game state at that point. As someone else stated, you can no longer out-spam Axis with USF. Still struggling with fielding hellcats in a reasonable amount of time, since at that point zooks won't get close enough to enemy armor to make a difference before they get wiped out. |
Hi everyone, does anyone have preferred build orders for USF in 3v3 or 4v4 ? I feel like mine aren't working. I start with 2 RM squads. Then I sort of try to gauge what would be more useful; a medic station, weapons support for zook squad, another RM squad, mortar, grenades ? This is a difficult decision because of the prevalence of flamer carriers in team games, and MG spam. I usually play AB or SpecOps if that matters, and if SpecOps, I like the Weasel due to its ability to push off flamer carriers with the 30cal. I hae great difficulty "holding my lane", so usually the only way I survive these games is to help another player, or happen to be against someone who really sucks. |