good soviet early game strategies?
4 Jun 2013, 14:43 PM
#1
Posts: 85
What are some good early game Soviet builds? Preferably for ISU-152 commander. Like what to build, what units to put out, how to deal with MGs, etc
4 Jun 2013, 23:53 PM
#2
Posts: 1620 | Subs: 2
Build conscripts.
Put out conscripts.
Do deal with MGs, walk around behind them with conscripts.
Do that until you can spam T-34s. If you go with the ISU-152 guy I guess you don't get Hit the Dirt! so maybe this won't work.
Put out conscripts.
Do deal with MGs, walk around behind them with conscripts.
Do that until you can spam T-34s. If you go with the ISU-152 guy I guess you don't get Hit the Dirt! so maybe this won't work.
6 Jun 2013, 20:48 PM
#3
Posts: 960
Build conscripts.
Put out conscripts.
Do deal with MGs, walk around behind them with conscripts.
Do that until you can spam T-34s. If you go with the ISU-152 guy I guess you don't get Hit the Dirt! so maybe this won't work.
This x10000.
Personal build:
3x conscripts + 1x Engie + Molotovs
T1 building + flamer on first combat engie
Scout car (with flamer engie for killing MGs and stuff)
Conscript
Sniper
2x Conscipts
Tier 3 Building
T34 spam
Make sure you have 5-6 conscripts and a sniper out at all times, and just spam T34s as needed. You should have 75% map control at which point it's just a rofl stomp.
Go with the infantry doc. for PPSHs and 'Hit the Dirt' (secret god-mode). Upgrade the to PPSH on ALL conscript squads.
Congrats you now have an 80% win rate.
7 Jun 2013, 01:10 AM
#4
Posts: 7
A tiny sum of 20 ammo for PPSHs is just fucking retarded, this upgrade allows conscripts to rape panzergrenaderies.
but yes, there is no better strat for soviets than just go 3-4 conscripts followed by t34s. A Halftrack with flamer is also useful if you screwed up something in t1 and need to regain map control.
but yes, there is no better strat for soviets than just go 3-4 conscripts followed by t34s. A Halftrack with flamer is also useful if you screwed up something in t1 and need to regain map control.
8 Jun 2013, 01:52 AM
#5
Posts: 10
This x10000.
Personal build:
3x conscripts + 1x Engie + Molotovs
T1 building + flamer on first combat engie
Scout car (with flamer engie for killing MGs and stuff)
Conscript
Sniper
2x Conscipts
Tier 3 Building
T34 spam
Make sure you have 5-6 conscripts and a sniper out at all times, and just spam T34s as needed. You should have 75% map control at which point it's just a rofl stomp.
Go with the infantry doc. for PPSHs and 'Hit the Dirt' (secret god-mode). Upgrade the to PPSH on ALL conscript squads.
Congrats you now have an 80% win rate.
I think this may not be effective if the enemy goes for flamer halftrack. There are no AT counter until you can actually produce t34, and before that you are making 5-6 conscripts, sniper, scoutcar, excluding the cost for reinforcement.
12 Jun 2013, 06:47 AM
#6
Posts: 12
Penal Batt.
Conscript
Scout Car
Conscript
Sniper
Scout Car
AT Grenades
Field Hospital
Shock Trooper/ISU-152 doctrine
Scout car with Penal Batt to satchel MGs in buildings..Sniper to deal with them in the open. Conscripts to flank and engage and Penal Battalion to close and flame out grens. Shock troopers here, and lock down the fuel.
Tech to 4 and bring on 2 SU-76s.
Barrage infantry clumps and any capping.. us AT grenades to slow the counter armor (usually a stug). The 76 Barrage can penetrate on most armor.
5 Command points brings in the ISU and the base pin.
Conscript
Scout Car
Conscript
Sniper
Scout Car
AT Grenades
Field Hospital
Shock Trooper/ISU-152 doctrine
Scout car with Penal Batt to satchel MGs in buildings..Sniper to deal with them in the open. Conscripts to flank and engage and Penal Battalion to close and flame out grens. Shock troopers here, and lock down the fuel.
Tech to 4 and bring on 2 SU-76s.
Barrage infantry clumps and any capping.. us AT grenades to slow the counter armor (usually a stug). The 76 Barrage can penetrate on most armor.
5 Command points brings in the ISU and the base pin.
12 Jun 2013, 07:31 AM
#7
Posts: 111
Build T1 building.
Penal Bat
Halftrack
Sniper
Penal Bat
Build T3 building.
T70
T70
then spam T34's for the Ram as much as possible.
use manpower on penal bats
use satchels against rammed panthers and heavy tanks
use an early commander choice to provide guards or shocks
Penal Bat
Halftrack
Sniper
Penal Bat
Build T3 building.
T70
T70
then spam T34's for the Ram as much as possible.
use manpower on penal bats
use satchels against rammed panthers and heavy tanks
use an early commander choice to provide guards or shocks
26 Jun 2013, 06:11 AM
#8
7
Posts: 1664
Since almost every doctrine gives you a call in immediately think about what build that unit can fill a hole in. Tier 2 units like the Maxims and PM-41 mortars are very cost-efficient ways to force an Ostheer player into spending lots of manpower on reinforcing.
I think tier one takes a higher level of micro skill to use effectively and I'd rather get solid with weapon teams first.
I think tier one takes a higher level of micro skill to use effectively and I'd rather get solid with weapon teams first.
2 Jul 2013, 22:57 PM
#9
2
Posts: 284
3 Conscripts + molotov, mg, t70 and run over the enemy before they get their big boys out, oh and at the very start get both fuels and don't worry about anything else, and annoy them with your conscripts and micro the shit really well and u win.
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