The awesomeness of using multiple bazookas
Posts: 23
However, in my recent games, I have developed a habit of double equipping my Captain and RE with bazookas. Their performance is impressive - I usually get a 900% efficiency off Captain and 400% off RE. They are not so good at killing KTs or Panthers - too thick armor and too quick for the latter, but they are perfect to scare off the enemy. For example, there was a P2 rushing my inf and I immediately shifted my Captain and later my RE. I don't think my opponent realise the situation he is in, and tries to engage both. Needless to say, after bazooka showering for 20 seconds, his vet 2 P2 is heading off to an early grave.
I agree that such use is expensive: however for myself, I don't use LT that often unless my fuel is dire, and I usually have multiple munitions points before I start double equipping. They are most satisfactory to watch too - using nothing but infantry to melt a Panzer is quite an awesome sight, especially in the heat of the battle where your opponent has too much to manage, and he can do nothing but watch his Panzer die.
Posts: 951
However, there is a problem with dual-equipping too early, which could cause you to lose anti-infantry firepower by either robbing your squads of anti-infantry firepower (Captain squad) or using up munitions which could have been invested in BARs.
Posts: 23
Generally a single Bazooka is not enough anti-tank firepower. In my opinion, dual-equipping is probably more of a necessity than an option.
However, there is a problem with dual-equipping too early, which could cause you to lose anti-infantry firepower by either robbing your squads of anti-infantry firepower (Captain squad) or using up munitions which could have been invested in BARs.
I agree. For me, I usually build 4 rifleman squad, three double-equipped with BAR, and one BAR+zook for some diversity and handiness. Managing 4 rifleman is hard, but it is rewarding. The only thing to watch out is MG, as a largely soft force composition can be suppressed easily, but as long as the timing of the squads are different, it is still possible to flank.
I also find that double equipping zooks are more deady because you can't tell a squad has one or two zooks until you were shot at, which is sometimes useful for that last shot to kill Panzers.
REs are perfect for double equipping because they lack any sort of firepower anyways. I don't normally equip zooks on rifleman unless i am really low on fuel and cannot get the captain out (which I do in the earliest possible instance, also to vet him up considerably)
Posts: 2742
I agree. For me, I usually build 4 rifleman squad, three double-equipped with BAR, and one BAR+zook for some diversity and handiness. Managing 4 rifleman is hard, but it is rewarding. The only thing to watch out is MG, as a largely soft force composition can be suppressed easily, but as long as the timing of the squads are different, it is still possible to flank.
I also find that double equipping zooks are more deady because you can't tell a squad has one or two zooks until you were shot at, which is sometimes useful for that last shot to kill Panzers.
REs are perfect for double equipping because they lack any sort of firepower anyways. I don't normally equip zooks on rifleman unless i am really low on fuel and cannot get the captain out (which I do in the earliest possible instance, also to vet him up considerably)
Zooks deal deflection damage, so even if they bounce they inflict damage. For this reason all axis armor has to be, or be accompanied by, extensive anti-infantry firepower. They can actually be a deterrent to a panther pushing because a panther, lacking anti-infantry capabilities, can't effectively beat an RE squad with zooks without support.
This doesn't work against KTs, which are exceptional against infantry.
Posts: 1153 | Subs: 1
I stick zooks on both of those REs eventually and go to town. It's a great deterrent to the Luchs.
My favourite build is RE Rifle Rifle LT AAHT Capt.
When I've been pressuring the fuel it works well because the luchs is slower. It also works well when I get muni because, to play it safe, I often get weapon racks before the AAHT and get 2 zooks. With that build I have soft counters to the Luchs (2x zooks, AAHT 37mm gun, vet 1 rifle) and usually do well.
I can only think of one game where this went horribly wrong and lost in eight minutes on Angoville.
But uh, yeah, 4x zooks together is pretty effective at pushing away light vehicles and will keep medium armor at bay when supported by an AT gun. I often keep the REs with a rifle and so if a P4 or some other nazi tank comes rolling around i'll just AT nade it to force it off as the zooks shoot at it and get me some good vet.
Captain is really good with double BARs (plus Thompson SMG) so I try not to zook up the captain unless I lose an RE or I need AT desperately.
Posts: 1891
Posts: 606
It might just be a personal preference, but I really don't like turning my squads into Jack-of-all-trades-but-ace-of-none units.
Posts: 1891
Posts: 4314 | Subs: 7
Posts: 935
Posts: 935
Double Bazooka on M20 crew is nice as well. Imagine the surprise when charging Luchs/222 realises into what it was baited
ya
Imagine killed M20 in any case
I better imagine 1 well place mine
Posts: 3423 | Subs: 1
Dosen't the captain have a tommy gun like the lieutenant? In that case wouldn't it be better to reserve zooks solely for RE as they are crap anti-infantry anyways, and then turn the Captain into a solid anti-infantry units.
He does, but his squad has 2 RE models in it, unlike the LT who just has 4 RMs and then himself. And if you give him double zooks and get him to vet 3 then the passive sprint out of combat makes him really useful as an AT squad.
REs are still great for zooks though, but if you end up going captain then I would still keep him as a zook squad. I feel zook REs are more a part of LT play since better to use the muni on bars for your riflemen if you can just get an AT gun from your Cpt tier.
Posts: 606
He does, but his squad has 2 RE models in it, unlike the LT who just has 4 RMs and then himself. And if you give him double zooks and get him to vet 3 then the passive sprint out of combat makes him really useful as an AT squad.
REs are still great for zooks though, but if you end up going captain then I would still keep him as a zook squad. I feel zook REs are more a part of LT play since better to use the muni on bars for your riflemen if you can just get an AT gun from your Cpt tier.
Interesting! I only just recently started playing with USF so my knowledge of them (as well as skill compared to the other factions) is still somewhat limited.
I will take this into consideration in my games to come
Posts: 4314 | Subs: 7
Interesting! I only just recently started playing with USF so my knowledge of them (as well as skill compared to the other factions) is still somewhat limited.
I will take this into consideration in my games to come
These 3 Guides may help you a lot then
https://www.coh2.org/guides/59348/usf-combined-arms-keep-what-you-can-secure
https://www.coh2.org/guides/47115/armor-company
https://www.coh2.org/guides/44135/devm-s-usf-without-tears
Posts: 221
Posts: 3423 | Subs: 1
Interesting! I only just recently started playing with USF so my knowledge of them (as well as skill compared to the other factions) is still somewhat limited.
I will take this into consideration in my games to come
Can't say enough how fun the sprinting double zook squad is. Makes long flanks to get behind a tank take seconds.
Posts: 935
Reason: If the targets can fight back (Pz4, KT, Brumbar) you gonna bleed hard. Coz you have to constantly check reinforce cost. If first model to reinforce is officer you may lose up to 200 PESO to reiforce. (50 for all 4)
Better have 1 (one) AT gun or Jackson and support it with 1 (one RE with zooks)
I don't understand how sprint may help you Coz the ability works till first shot.
Posts: 4314 | Subs: 7
all officers are poor investment as Zook squad.
Reason: If the targets can fight back (Pz4, KT, Brumbar) you gonna bleed hard. Coz you have to constantly check reinforce cost. If first model to reinforce is officer you may lose up to 200 PESO to reiforce. (50 for all 4)
Better have 1 (one) AT gun or Jackson and support it with 1 (one RE with zooks)
I don't understand how sprint may help you Coz the ability works till first shot.
+1
Posts: 1323 | Subs: 1
Posts: 3053
I still wish REs went back to 20mp per model, with the Bazooka bug, they are more of a soft/support AT option than ever.
I used to think that too but then they'd be OP as shit with bars or lmg/bar combo.
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