OKW sdkfz 251/17 Flak Halftrack
Posts: 157
Free smoke, excellent scatter, nearly instant pin, slaughters infantry in secs
taken from 1 of fortune match
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Posts: 1585 | Subs: 1
A fine glass cannon. How do you feel about it?
Posts: 542
If it works it is obviously very powerful, but the American one seems more reliable and you will have to retreat your infantry against both vehicles if you cannot force it off quickly.
Posts: 17914 | Subs: 8
Ok if your opponent goes T1. Still risky though because guards could catch it before it sets up and put some hurt on it. Two or three conscripts can easily handle.
A fine glass cannon. How do you feel about it?
Guards at best would shoot one volley because of the dance of native guard people they always need to perform before shooting, which involves squatting, rolling and random cover changing.
Not saying there is anything wrong with Flak HT, just guards are so ineffective against vehicles, even light ones, that they even lost their description text that used to say they are effective against light armor.
Posts: 8154 | Subs: 2
it has a set up time unlike the usf AA halftrack.
Problem is that they introduce a bug where each time you set an attack move order it starts it's setup time on the move.
Posts: 4301 | Subs: 2
i also find it relatively easy to keep alive unless ambushed by two at guns at the same time.
not sure if it is op though.
Posts: 1144 | Subs: 7
Posts: 157
its a pretty strong unit with the added late game utility that it really effectively shoots down p47s and il2s, but is basically hard countered by AT guns and most light armor. hell, you can kill it with 3 AT nades if you charge at it from different directions.
in that match, he hardcounter Zis guns.
smoke and attack ground. Since Zis gun or any other at guns cant move, a magazine would kill of nearly all of the crew. That zis didnt even return fire
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Posts: 2470
Posts: 1144 | Subs: 7
in that match, he hardcounter Zis guns.
smoke and attack ground. Since Zis gun or any other at guns cant move, a magazine would kill of nearly all of the crew. That zis didnt even return fire
At guns have attack ground too.
Posts: 951
A T-70 would ruin it's day. Sadly that involves building T3 and teching is *soooo* un-meta nowadays for Soviets.
Posts: 4630 | Subs: 2
Correct me if I'm wrong but I think there is historical mistake in game or look at last sentence.
We have 251/17 flak, right? Well, this version was ONLY AA unit.
In game we have version made for Luftwafe (you can figure this out thanks to opening sides ).
First version was unable to engage infantry with main gun, only MG.
Version for Luftwafe was able to attack ground objects.
But there is one problem. Only 11-15 were made!
So I'm asking, how the hell such rare unit gets into game?!
Same for Luchs (143) and in III 1945 there were less than 200 of PzII (not Luchs) so we can guess than number of Luchs at that time was a way under 100.
What's more, it was a scout unit (sneaky mode) but in game we have infantry-terminator.
Sturmtiger, Ostwid... Someone in Relic's HQ must love Nazis units...
Posts: 4951 | Subs: 1
Posts: 611
its a pretty strong unit with the added late game utility that it really effectively shoots down p47s and il2s, but is basically hard countered by AT guns and most light armor. hell, you can kill it with 3 AT nades if you charge at it from different directions.
You can only kill this thing if your opponent screws up and overextends, which some do tend to do as it can be a murder machine. On open maps you will not get near it. OKW can simply use inf to protect flanks and provide vision. If at risk just back it up.
As sov all you can do is bunch all your units together, supported by two at guns and kind off try to hold your ground. You may damage it but try and push to kill it and you may well loose your at guns and a couple of squads
When going Sov t1, build t2 straight after scout car hits the field because most competent players build the flak halftrack in response to m3..
Posts: 332
First of all: Langres with south spawn.
Problem is that they introduce a bug where each time you set an attack move order it starts it's setup time on the move.
They didn't introduce it, it's been there since the alpha/beta just never fixed.
Posts: 747
Posts: 542
Apart from the setup on the move bug I think it's fine. Afaik smoke is it's vet1 ability no? maybe that should cost ammo too (didn't notice that it's free).
Yes it is Vet1.
Posts: 747
I hate units with some many bullets per burst.
Correct me if I'm wrong but I think there is historical mistake in game or look at last sentence.
We have 251/17 flak, right? Well, this version was ONLY AA unit.
In game we have version made for Luftwafe (you can figure this out thanks to opening sides ).
First version was unable to engage infantry with main gun, only MG.
Version for Luftwafe was able to attack ground objects.
But there is one problem. Only 11-15 were made!
So I'm asking, how the hell such rare unit gets into game?!
Same for Luchs (143) and in III 1945 there were less than 200 of PzII (not Luchs) so we can guess than number of Luchs at that time was a way under 100.
What's more, it was a scout unit (sneaky mode) but in game we have infantry-terminator.
Sturmtiger, Ostwid... Someone in Relic's HQ must love Nazis units...
Andy why exactly should this gun be unable to shoot at groundtargets? Highexplosive fragmentation rounds are pretty nasty vs soft targets.
What else would you like to have? a faction that consists of worn down infanftry, a few trucks and horses, some at-guns, p4 stug and panther exclusively? Not exactly fun to play...
It's a game get over it.
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