If only they remove shrecks on volks and give them panzerfaust.
It's the greatest thing holding OkW back.
As for the discussion about OkW nades comes too late for buildings and mg's, would it be an idea to tie that to contructing the Sws truck?
It's 15 fuel atm, so it would come later then the live set-up sws to unlock nades, but it is easier then fooling around with teching cost even more. |
Nice game on longreskaya where i use ostruppen vs an USF opponent.
Hope you enjoy it |
Thanks. I guess I was being maybe a bit too passive in capping "my" side first and just letting them turtle in mid and the other side. I'd then just sorta bash my head against mid then lol. I'll try being more aggressive and attacking where they cap first instead, try and keep them occupied while I move into mid from the other side.
In that regard, use your RE's to cap your fuel and your rifles to harras/attack him.
And as a golden rule: never attack where the enemy will beat you (still have trouble with that one myself, attacking at the same spot over and over again, knowing i will lose there). |
If you have Riflecompany, use it here (map is practically made for it)
As for the map itself, use the flanks as USF, cap cut-off harass fuel and muni etc.
Once you have m20/nades/flamers/pack howi you can start focusing on the mid.
If, for some reason you wish to not wait for any of that, i can suggest using the garrisons and the green cover to fight the opponent in mid, but when he has a sniper or m42, that is generally not manpower effective.
And to answer a question directly, "bunker" down in mid as USF is imo, the fastest way to lose, since you are playing the enemy's game with a faction known to be aggresive, not defensive.
Hope this was helpfull
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Is this real life?
Is this just fantasy? |
Comparing units cross faction is pretty dumb, yo.
Except when you compared units cross faction?
Do riflemen have satchel charges, come from the same building as a clown car and get Oorah at vet 2?
It's a fucking comparison, they are very similar (Good damage, not squishy) units with flamers.
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1. Best time to tech grenades is usually after the m20 since you want to make use of the munitions available to you and its usually when you want to start playing more agressive, they can be done after the captain tech though if you got enough fuel beforehand to completely out tech your opponent.
2. Bars cost of upgrading are not that worth it in my opinion unless you are hitting the mid to late game and are falling behind the grenadiers in firepower, generally speaking its a costly upgrade especially munitions wise which allows for less grenade spamming.
3. I think its a risky build since not having some kind of a light mobile AT (stuart) can easily backfire, US relies many times on controlling the sides of the map instead of big confrontations in the middle (usually where axis players play more around), the scenario where its viable to do that is if you have your opponent "cornered" in the T2 since then the only vehicel you have to watch our for is possibly the puma.
4. It depends on the map, generally speaking you can avoid the sniper by going to the sides of the map and making the sniper run all over the map and maybe catch it out of position in one of those moves but there will be maps like arnhem where its hard to avoid teh sniper fire, so for those your best option is to get indirect fire units yourself and keep your rifles behind shotblockers to hold one of your cut offs and still try to play around the map.
Thank you for your answers, they are very helpfull. |
Do riflemen have satchel charges, come from the same building as a clown car and get Oorah at vet 2?
It's a fucking comparison, they are very similar (Good damage, not squishy) units with flamers. I'm not claiming they're exactly the fucking same.
If penals are okay and riflemen aren't and I'm assuming since you don't agree with me on early vet bonuses they aren't a factor so why don't you crunch penal batt DPS w/flamer and riflemen dps w/flamer, keeping in mind penals are cheaper reinforce and have am extra 80hp. Whatever the difference is must be the balance threshold, eh?
Read what CieZ wrote as a reponse (who did it in a far more polite way then i would have after seeing your "post")
And try to answer the question: when was the last time you saw 3-4 penals running around in a 1vs1 tourney?
Zarok, you are wasting your breath trying to explain something ridiculously simple to pseudo intellectuals on this forum.
They have a position, they wont change it no matter how much you explain to them clearly and concisely. It really is pathetic, but unfortunately thats the case.
Anyone who doesn't see rifle flamers as the main problem in rifle company, I have no hope for you.
Agreed.
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Very interesting guide and well written aswell.
Just a few questions if i may be so bold:
What is the best time to tech to nades?
Is that after the m20 rush or after the stuart rush even (assuming you are doing the normal lt>m20>captain>stuart BO)
Secondly, in most of your games you seem not to get BARs or other upgrade's outside of flamethrowers on your rifleman (perhaps i am wrong here) but is there a reason for that?
Also, what's your thought's on going m20, then aaht and skipping captain? (relying on the aaht of light vehicle duty and save fuel by not going captain).
Lastly, assuming your enemy is still in the game after 20 minutes and has a well rounded army composition, how would you deal with the ost sniper then?
Thanks for any answers, and for your excellent guide. |
It's not any worse than penal batts with flamers.
And penals have the same damage profile as rifle's, come in t0 and have an at nade?
But they don't, so they aren't even in the same league of performance.
(And when was the last time you saw 3-4 penals with flamers running around the map in a 1vs1?).
Im telling you, it is far, far worse then everything else in that commander.
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