Is the m1919 worth it's cost?
3 Feb 2021, 02:59 AM
#1

Posts: 985
I can't help but notice that getting bars over the m1919 always seems to work better. The 19's can't seem to beat lmg grens. All the OKW infantry just walk through the fire. It seems to work on paratroopers, since you can get two and fire on the move. I think it costs the most of any lmg in the game. When it was possible to double up on them, I saw decent results, but now the bar seems to perform better and it's cheaper. When people complain about allies, I hear bar blob. I never hear complaints of m1919, to me that's a clue that it just isn't effective. Especially not for being the most expensive lmg in the game.
3 Feb 2021, 04:09 AM
#2

Posts: 427
On open maps m1919 is better then bars, on maps with a lot of natural cover every where and sight blockers Bar might be better. Bar is just more universal weapon. Bars are better at close range, m1919 at long and preferably at mid range.
Aswell as m1919 is not the weapon you would blob, the same way you don't hear LMG blob complaints, because blobing inf that can't fire on the move is counter productive. You can equip one or two squads with LMG and rest with bars and have an all rounder army, while if you equip all your squads with m1919 you will end up with a static rifle squads, which is not the best way to play USF.
In other words m1919 is not a selling point of the commanders, like it was before. It's a strong weapon to use in combined arms, but having your whole army with m1919 requires very specific map and situation.
Aswell as m1919 is not the weapon you would blob, the same way you don't hear LMG blob complaints, because blobing inf that can't fire on the move is counter productive. You can equip one or two squads with LMG and rest with bars and have an all rounder army, while if you equip all your squads with m1919 you will end up with a static rifle squads, which is not the best way to play USF.
In other words m1919 is not a selling point of the commanders, like it was before. It's a strong weapon to use in combined arms, but having your whole army with m1919 requires very specific map and situation.
5 Feb 2021, 00:17 AM
#3

Posts: 91
The 1919 is good if your Riflemen are allowed to be static in cover. So you need to find ways to force defensive engagements since you'll generally always win those with 1919's in green cover.
Since they can't fire on the move you'll find if you have to approach the enemy that you'll need overwhelming numbers since you're essentially attacking an entrenched position with 4 riflemen per squad until you stop moving. Once you overwhelm your opponent's position you'll have prime opportunity to either set up for a counter attack or get on the flank of an enemy squad to force them away since a 1919 hitting an out of cover squad at distance will do respectable damage.
While the 1919's downsides of being doctrine locked and less versatile than the Bar do exist, it carries it's own benefits worth considering. You don't have to spend 35 Fuel to tech weapon racks early which you can put into getting your armor out faster (Make sure you unlock your bazooka and tech late racks if you need to kit out your Major/RE's.) The 1919 is cheaper than 2 Bar's at a cost of 70 to 120 and is easier to keep track of since it can be hard to tell which Riflemen you've double Bar'd already if you aren't paying attention. Also since you have a long range weapon compared to shorter/medium range weapons you'll find that with proper use your squads will bleed models less which can be integral in the late game to ensuring manpower advantage.
Since they can't fire on the move you'll find if you have to approach the enemy that you'll need overwhelming numbers since you're essentially attacking an entrenched position with 4 riflemen per squad until you stop moving. Once you overwhelm your opponent's position you'll have prime opportunity to either set up for a counter attack or get on the flank of an enemy squad to force them away since a 1919 hitting an out of cover squad at distance will do respectable damage.
While the 1919's downsides of being doctrine locked and less versatile than the Bar do exist, it carries it's own benefits worth considering. You don't have to spend 35 Fuel to tech weapon racks early which you can put into getting your armor out faster (Make sure you unlock your bazooka and tech late racks if you need to kit out your Major/RE's.) The 1919 is cheaper than 2 Bar's at a cost of 70 to 120 and is easier to keep track of since it can be hard to tell which Riflemen you've double Bar'd already if you aren't paying attention. Also since you have a long range weapon compared to shorter/medium range weapons you'll find that with proper use your squads will bleed models less which can be integral in the late game to ensuring manpower advantage.
6 Feb 2021, 06:31 AM
#4

Posts: 985
The 1919 is good if your Riflemen are allowed to be static in cover. So you need to find ways to force defensive engagements since you'll generally always win those with 1919's in green cover.
Since they can't fire on the move you'll find if you have to approach the enemy that you'll need overwhelming numbers since you're essentially attacking an entrenched position with 4 riflemen per squad until you stop moving. Once you overwhelm your opponent's position you'll have prime opportunity to either set up for a counter attack or get on the flank of an enemy squad to force them away since a 1919 hitting an out of cover squad at distance will do respectable damage.
While the 1919's downsides of being doctrine locked and less versatile than the Bar do exist, it carries it's own benefits worth considering. You don't have to spend 35 Fuel to tech weapon racks early which you can put into getting your armor out faster (Make sure you unlock your bazooka and tech late racks if you need to kit out your Major/RE's.) The 1919 is cheaper than 2 Bar's at a cost of 70 to 120 and is easier to keep track of since it can be hard to tell which Riflemen you've double Bar'd already if you aren't paying attention. Also since you have a long range weapon compared to shorter/medium range weapons you'll find that with proper use your squads will bleed models less which can be integral in the late game to ensuring manpower advantage.
Is that a yes from you that it's worth the 70mu cost?
6 Feb 2021, 16:55 PM
#5

Posts: 91
Is that a yes from you that it's worth the 70mu cost?
Certainly, as long as you're comfortable with the limited option of commanders and their more long range defensive focused use compared to Bars they're an excellent option.
10 Feb 2021, 08:21 AM
#6

Posts: 2955 | Subs: 1
Is that a yes from you that it's worth the 70mu cost?
Imo, no. They're good on their own but suffer the comparaison with BARs. Early game they give a nice boost but fall short on the late game since they don't have the firepower of dual BARs.
Best use would probably have them on 1 or 2 squads and your 3 or 2 others equiped with BARs and use them together, M1919 squad focus from range while BAR squad flank.
Other method is the Ostheer LMG42 strat, blob and focus from max range. Its works vs average players but once they know how counter it (forcing you to always move) it loss its effectiveness.
10 Feb 2021, 12:54 PM
#7

Posts: 485 | Subs: 1
M1919 blob can be annoying but they'll never stand up to dedicated AI specialists and in my experience typically serve as a low cost way to bypass the weapons rack upgrade (iirc) + Calliope to kill any serious inf opposition.
23 Feb 2021, 01:23 AM
#8

Posts: 6
I have found the M1919 a reliable way to fight those pesky LMG Obers, who tend to drop an enemy model per burst.
23 Feb 2021, 13:26 PM
#9

Posts: 485 | Subs: 1
I have found the M1919 a reliable way to fight those pesky LMG Obers, who tend to drop an enemy model per burst.
Very good! They've been looking for your riflemen too!


23 Feb 2021, 23:14 PM
#10


Posts: 457
No.
One word: mobility
One word: mobility
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