well if you spot maxims only a kunbel might not be a bad idea since it acts as a scouting unit and can suppress/pin pretty fast, as soon as a maxim is suppressed send volks to flank.
Kunbel has enough life to sustain a couple of bursts just back away and repair, and from here flack halftrack is probably the best option.
If the map has enough houses you can choose a doctrine with infantry that comes out of houses so either scavange or luft, and tech medic truck into flack truck to get a p2.
Don't forget to either capture or salvage any support weapons you decrew. |
Soviet went cons into guards and 2 120 mortars, but failed to harass my fuel in the early stages of the game, by the time my fuel was harassed I already had t3 and enough for p4.
Got control of the map with p4 and even controlled both fuels at some point, once the cps were getting close for the T34 85 call in I got StuG and pack.
Was draining hard, abandoned south and secured both vps north, managed to take out one 85 before the second set showed up and later got a panther to help against the 2nd set.
Managed to wipe some squads on retreat but also lost some due to mortar and T34.
I believe this would have been much harder if my opponent had teched to t3 or t4, but since he didn't my p4 had free reign over the battlefield.
Hope you enjoy |
In this game US didn't go for any light vehicle which allowed me to rush a flamer HT and punish the heavy pathfinder play, followed it with Ostwind since I was vs Airborne and was able to steal an AT gun, but lost an mg earlier.
Used trenches to create a defensive position around the center vp and later on managed to push US all the way to their base, kept a constant aggression outside US base.
Went T4 and made panther, I believe I pretty much lost when I decided to get a brumbar should have gone for 2nd panther or Stug since Ostwind filled Anti Infantry roll just couldn't use it due to jacksons.
I needed more AT and then I got pushed back, lost lots of infantry and most of my tanks, that's when I decided to get some p4 in a desperate attempt but lost panther before the p4 were out and lost internet connection shortly after but game was lost anyway.
Got a pwerfer which perform alright I guess, but I never called in the arty officer, should probably start playing around with that unit.
Any way it was a good game hope you enjoy |
started with my usual build vs US, 3 volks, racketen and Flack HT, managed to get the m20 after it got too greedy chasing my sturmpio.
US player went Catp with Stuart and later started calling M10 I got a puma and it saved my Flack HT killing both US vehicles, lost puma later got T4 on an aggressive position securing my fuel and threatening my opponents VP and muni point.
LAter lost my Flack HT and the truck started saving for KT and lost a lot of inf to m10 crushing but KT allowed for a comeback, later called another puma which single handled 2 sherman bulldozer, leaving the second with a sliver of health before going down to a volk shreck.
Used some jager inf and the bobby traps on cps really effective and unexpected. |
How about instead of making the trench a garrison, turning it into the same type of trenches that are found in some maps, (like the ones on rails and metal, that are on the north cp and south fuel point) these however would allow vehicles to move over them to prevent players from blocking sides of map with them
Right now they are pretty useless due to all the counters, flamers, nades or mortars both ally factions can get any of these, some trough doctrines (like US mortar halftrack with white phosphorus)
Would also like it if this type of trench building came with ambush camouflage on the same doctrine |
So this game went all the way to KT and panther, probably because I lost too many vps in the early game.
I made lots of obers to replace the volks that got wiped ended up with only one, had a flack HT that survived all the way to late game.
Was always a back and forth game, managed to break my opponents hold in the middle vp after using airborne assault but the number of E8 just kept growing, then my opponent went all in, but KT and Panther held and that was it. |
Sure but by segmenting that we can make the T2 units available earlier while locking the LMG and Rifle Grenades at a point where they should come, instead of balancing the tier for the T1-based upgrades and delaying units that would be balanced either way far too much.
I see so how about something like building T1 unlocks T2 and BP1 unlocks the Rifle nade, LMG, and BP2 this way you get T2 faster and keep the BP design.
Im just trying to come up with ways that don't involve major faction redesigns because I don't think relic will commit to big changes with the Tier system of any faction, some cost adjustments would be necessary to keep T2 from coming out to soon.
The way I see it BP1 exists to give you LMG and Rifle nades, removing these upgrades from BP would make BP cheaper and that would mean medium armor would hit the field way earlier than it should |
IMO
Tier 2 seems to have a reasonable price considering you unlock both LMG and Rifle nades for grens while allies have to pay individually for this.
As for T4 simply changing the cost of BP2 with the cost of T3 (this has been suggested by others in the past) would allow a cheaper and faster T4 without making T3 units hitting the field any earlier and would make a flamer HT (completely unseen unit since upgrade was tied with BP2) hit the field sooner, I would go as far as reverting the Flamer upgrade to unlock at T2 since US can get their HT which will hard counter a flamer HT at around the same time.
The cost for BP2 is 200Mp 55Fuel
While T3 cost 160Mp and 25Fuel
Changing this would cut the fuel price for BP2 in half and a minor 40mp diference
In total you would pay BP2 160Mp 25Fuel plus BP3 200Mp 60Fuel and T4 160Mp 30Fuel
520Mp 115Fuel seems a bit cheap on fuel but don't forget you had to previously gather 60 Fuel for BP1 and T2, maybe reducing the mp cost on BP3 and T4 a bit but nothing huge small changes or you risk making it too cheap. |
I feel this unit is very underused, everyone just prefers waiting for panther, but you may not always be able to afford it so jagdp4 isn't such a bad option, it outclasses the SU-85 and with vet it can spot for itself without sacrificing its mobility and its not tunnel vision either it becomes a scout Tank destroyer.
Playing vs US i don't really feel like I need anything bigger since it has the same range as jackson you cant kite it, and with a few volks and racketens covering, you cant flank either.
Faced the Infantry company and went for special ops, scavenge was probably better in this case but I made good use of the flare arty to spot for my late stuka, used the 10 muni nades to force lmg rifles to relocate, was bleeding lots of mp due to all the shermans on the field but jagdp4 really paid off.
Tried different strats on other games vs infantry company the most effective always involves infiltration nades otherwise you need 3 or more squads to remove a single rifle in defensive stance.
By the time obers hit the field there are already multiple rifles with double LMG and vet2 or 3 so its an uphill battle until obers gain vet. |
I used to go for this Strat right after the buff to thompsons, they really perform well, remember them beating pgren squads or fighting sturmpios who charged at them in green cover.
My Build order was
Re
assault engie
2 rifles
LT for HT
or
Re
assault engie
3 rifles
capt for Stuart
These openings helped a lot vs the going to cutoff with kunbel opening on semoisky.
Usually went for HT as it came out sooner and would only change crew after they reached vet3 in the vehicle to come out with full vet Thompson
As for not having auto repair that's just one more repair order you give no big issue imo, now not having the crit repair, that could be the death sentence if rng gives engine destroyed and the crew with Thompson isn't around |