Yeah despite all the testing the patch came with some bugs, and I guess they rushed out the bug fix, keyword rushed and they fix some bugs but introduce others, the mortar was bad enough but at least you can play against that, this just makes the game impossible to play vs US |
I though the whole balance preview mod that went on for months was to make sure the patch would be balanced and bug free, after all this time off testing this kind of stuff is really unacceptable |
Well enough to buy 8 commanders, the really good ones (or that I simply wanted) that eluded trough out all the duplicates, like the 3 from US, Pershing, calliope and the rifle company the only ones in the US I didn't have.
Finally got my hands on the lightning doctrine g43 with Tiger and CAS. |
A simple way to delay the AEC is increase the T2 cost, just incorporate the bolster squad upgrade into T2 making it a bit more expensive but giving the extra fifth member, Would make T2 cost similar to the US capt.
The only real problem with this is that it would kill the UC openings, (not that you see them at all these days) so maybe changing the starting IS unit with an engineer would keep UC openings available |
Another reason why bunkers/fighting positions aren't used all that much is in my opinion because they can be easily destroyed by AT guns or you can just put demo behind bunker, and faust the fighting position to death.
The trenches for both UKF and Ostheer however seem invulnerable to AT guns as the shots always miss, this limits your options to counter trenches especially vs UKF since they can come very early, you don't really have the tools to remove buildings in the early game, pios cant place demos and mortar takes too long. |
In this game I got lucky at the start vs the AEC after it took a hit from the pack, instead of retreating it tried to dislodge an Hmg from a house and the AP rounds finished it off.
Right after this a mortar pit went up near my opponents base making it really hard to get to it, I called in the MortatHT and it was an intense moment of back and forth action, all the way until a centaur hit the field followed by my p4 and I finally managed to take out the mortar pit.
After this it was a focus on vp, got my tiger and followed up with stug vs comet and cromwells, finally broke my opponent after the defending one last push. |
Well to clear buildings that have mg approach with at least 3 squads from 2 or 3 directions so they cant all get suppressed, to trow the flame nade.
You mention angoville so I'm assuming you started south of the map and your opponent took the house right outside your base, to prevent this hold many players put barbed wire around the house so players cant rush so easily.
Also it should be possible to trow a flame nade from the fog off war, have a squad of volks go trough the road next to the house and they should have the range to trow grenade.
But its always a good idea to have a squad near that house to prevent this harassment, later on ISG can force mgs out off houses and there is one doctrine that gives flamethrowers to your sturmpios if you really need flamers but you have to either buy or wait patiently for warspoils. |
Yeah I have been playing a lot with the British lately on 2v2 and its truly a pain to deal with lots of volks, in my opinion its mainly because UKF lacks an AI light vehicle, with US the Stuart can kite or the halftrack can suppress same for soviets with the T-70 and M5 but the lack of AI light vehicle makes UKF weak in the mid game.
Add the flame nades to deny the cover bonus on infantry sections and your infantry cant really compete with OKW.
The cromwell is usually my answer using it to kite blobs or crush single squads once it hits vet3 it gets some serious rate of fire.
The AVRE is an awesome squad wipe machine, can be used for defense just time the shots when you spot volks moving in range and I usually wipe squads plus its health allows it to spearhead pushes and reveal those pesky cloaked racketens.
Don't forget you can also get demos with commandos.
Since I don't own the rare commanders I cant really comment on them. |
I think the scopes are fine it gives a lot of vision but every faction has this in one way or another.
soviets have the t70 recon mode, at vet2 it gets some significant scouting done.
British also have the command vehicle in doctrines which allows for free recon plane (still free right? haven't used it in awhile)
OKW has the IR Halftrack making the ISG even more powerfull
US has a number of ways like pathfinders or combine arms or the rifle observers, but I feel these don't provide has much sight when compared to the other factions. |
I use the m3 more for hunting kunbel and flank mg 42 or dislodge it from house very effective in team games were ostheer goes mg spam, as for scouting the t70 recon mode is more reliable.
The 222 is more for countering light vehicles but once it reaches vet2 it gets a good sight bonus if you add the doctrinal spotting scopes on 222 you get the best scouting unit ostheer can provide.
The m20 is more of a shock unit that will push your opponent off map and often force munitions sink into faust but you can also use it to spot mgs before pushing with infantry.
As for OKW the kunbel role right now is cap around or be a bullet magnet to buy time for sturms to close the distance.
The universal carrier is in my opinion overpriced on fuel, lacks mobility and no engineer to repair highlights the problem with its fuel cost, as you need to tech before you can repair it, doesnt have much health and units cant fire from inside.
If you really need to get that house I guess the wasp is the way to go only to die a couple of minutes later without really paying for itself. |