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russian armor

JT/elefant (heavy TDs)

9 Aug 2017, 14:50 PM
#21
avatar of Dangerous-Cloth

Posts: 2066

Well I always approach these kind of situations from different vantage points:

Ostheer and the Elegiglefant
Ostheer has squads and support weapons with only 4 members. I focus on wiping them of the field first, this will bleed the Ostheer player very hard, which means there is little to no support left for the Elefant. This opens the door for a good attack with 3 T34-76s or Crommwells or Shermans.

Ostheer also has no forward retreat point, so they will take ages to get back on the field once they retreated on 3v3 and 4v4 maps. This gives you another opening to dive in and kill that Elefant.

I achieve the above by using the dominant Allied artillery to finish the Ostheer units off. Alpha strikes usually either force them off, or wipe them in one go. This opens the door for the heroic dives.

OKW and the Jagdtiger
This is a little trickier, but it can be done. The problem with OKW is that they have vet 5 and they have larger squads. However, their support weapons are still vulnerable to large scale artillery. I use artillery to soften up the defenses and use commandoes or upgraded infantry to melt down their health. This opens the door for an artillery strike to kill them off (if not used prior of course).

In team games, mainly 3v3 and 4v4, the maps are huge so it will take some time for the infantry to return. If you have a teammate that helps you, you can swarm the Jagdtiger with roughly 4-5 tanks. One to block it, the others to kill it.
9 Aug 2017, 15:34 PM
#22
avatar of Immoraliste

Posts: 50

As Soviet, have an ally make a flanking diversion (hopefully with smoke to facilitate escape) to rotate the TD and its infantry escort. If playing with randumbs, just wait for an ally to push or be targetted.

Be waiting to dive in from the other side with SU-76 blob to hit with a huge alpha strike. I'll generally be using Soviet Anti-Infantry Tactics to drop propaganda artillery and flame offmap to control and funnel any unexpected enemy infantry movement / counter.

If you've failed to knock out the TD after 2 volleys from the SU-76 blob and the TD has nearly rotated around or a Panther counter is coming, just cut your potential losses and retreat back, and wait for the next opportunity, probably striking from a different angle.
10 Aug 2017, 06:04 AM
#23
avatar of PanzerGeneralForever

Posts: 1072

I had some games where whole late game I've tried to find a moment when I can take this thing down. When I finally commit to it and get the job done... opponent just calls in another one.

I think it would be better if heavy armor call-ins that are restricted to single unit on the field would go on cooldown after that unit is lost instead of after it was called in.

If they dont change the damage like they plan to then yes I agree. Limit it to one chance to call it in.
10 Aug 2017, 06:19 AM
#24
avatar of Esxile

Posts: 3600 | Subs: 1

Well I always approach these kind of situations from different vantage points:

Ostheer and the Elegiglefant
Ostheer has squads and support weapons with only 4 members. I focus on wiping them of the field first, this will bleed the Ostheer player very hard, which means there is little to no support left for the Elefant. This opens the door for a good attack with 3 T34-76s or Crommwells or Shermans.

Ostheer also has no forward retreat point, so they will take ages to get back on the field once they retreated on 3v3 and 4v4 maps. This gives you another opening to dive in and kill that Elefant.

I achieve the above by using the dominant Allied artillery to finish the Ostheer units off. Alpha strikes usually either force them off, or wipe them in one go. This opens the door for the heroic dives.

OKW and the Jagdtiger
This is a little trickier, but it can be done. The problem with OKW is that they have vet 5 and they have larger squads. However, their support weapons are still vulnerable to large scale artillery. I use artillery to soften up the defenses and use commandoes or upgraded infantry to melt down their health. This opens the door for an artillery strike to kill them off (if not used prior of course).

In team games, mainly 3v3 and 4v4, the maps are huge so it will take some time for the infantry to return. If you have a teammate that helps you, you can swarm the Jagdtiger with roughly 4-5 tanks. One to block it, the others to kill it.


Lol, it is true that there is never a mix of OKW and Ostheer forces around the Elefant or the Jagtiger, or both.
10 Aug 2017, 09:23 AM
#25
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post10 Aug 2017, 06:19 AMEsxile


Lol, it is true that there is never a mix of OKW and Ostheer forces around the Elefant or the Jagtiger, or both.


Nothing artillery spam can´t fix.
10 Aug 2017, 09:34 AM
#26
avatar of Dangerous-Cloth

Posts: 2066

Oh, I also forgot the following very simple yet effective solution to a Jagdtiger or Elefant problem:

Stop making tanks and get a lot of artillery and infantry. The Jagdtiger and Elefant are huge resource and population cap sinks. This means there is a lot less room and resources left for infantry and support units. If the Jagtiger and Elefant have nothing to shoot at, they are useless and can't help the Axis teams.


10 Aug 2017, 11:47 AM
#27
avatar of some one

Posts: 935



Stop making tanks and get a lot of artillery and infantry.




It kinda work if no of 3 vs 3 or 4 vs 4 players have next things additionals to superior effective of OKW Infantry (including Obers and Leigs) and Werm MG42 (including Mortars and Bunkers with MG42)
1) Panzerwerfer.
2) LeFH
3) Brumbar
4) Stuka
5) SturmTiger
6) Tiger
7) KT

Becouse of those mentioned about

time by time you gonna lose all you infantry soon and when time has come you'll see some panthers killing your Arty in your base sector.

Victory vs OKW is possible only in case when they lost all fuel units and they have no fuel anymore. Otherewise its not over yet. So as Allies you should always prepare to fight the heaviest All you game plan should rotate around it.
10 Aug 2017, 11:51 AM
#28
avatar of Dangerous-Cloth

Posts: 2066


Stuff


That is why you get artillery and protect it with infantry and perhaps one tank if needed. The tank and infantry can fight off a Panther or two and your artillery can kill the low entity squads like the Obers, panzergrenadiers and grenadiers easily.
10 Aug 2017, 13:15 PM
#29
avatar of Esxile

Posts: 3600 | Subs: 1



That is why you get artillery and protect it with infantry and perhaps one tank if needed. The tank and infantry can fight off a Panther or two and your artillery can kill the low entity squads like the Obers, panzergrenadiers and grenadiers easily.


How stupid are players to build tanks when only infantry and artillery are enough...
10 Aug 2017, 13:29 PM
#30
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post10 Aug 2017, 13:15 PMEsxile


How stupid are players to build tanks when only infantry and artillery are enough...


We are debating a certain situation, not every single game you play. In this certain situation, you need to stop making tanks and focus solely on artillery and infantry.

How stupid are people to mistake a specific situation with every game one plays...
10 Aug 2017, 13:36 PM
#31
avatar of Esxile

Posts: 3600 | Subs: 1



We are debating a certain situation, not every single game you play. In this certain situation, you need to stop making tanks and focus solely on artillery and infantry.

How stupid are people to mistake a specific situation with every game one plays...


It is true that building a JT or an Elefant forbid you and your allies to build some Brumbars/Tiger/KingTiger... or panthers/ostwinds

It is also true that those units are extremely bad at wiping infantry squads in two shots for the first list and are so easily taken by zook/piats/ATrifles...
10 Aug 2017, 13:45 PM
#32
avatar of RifleMan

Posts: 52

building arty is going to be a huge popcap and resource sink and can be 1shot by balance stuka dive nukes right now, show me a replay where arty is the answer to jagdtiger/elefant please, i'm curios
10 Aug 2017, 15:31 PM
#33
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post10 Aug 2017, 13:36 PMEsxile


It is true that building a JT or an Elefant forbid you and your allies to build some Brumbars/Tiger/KingTiger... or panthers/ostwinds

It is also true that those units are extremely bad at wiping infantry squads in two shots for the first list and are so easily taken by zook/piats/ATrifles...


You do realize that a JT or a Ele cost a lot and use a lot of pop cap? Could it be possible that if you destroy those unit's supporting weapon teams and infantry (low entity axis sqauds and weapon teams), they are pretty much on their own and can't do much?

Please, try to keep up lol.
11 Aug 2017, 14:17 PM
#34
avatar of Aradan

Posts: 1003



You do realize that a JT or a Ele cost a lot and use a lot of pop cap? Could it be possible that if you destroy those unit's supporting weapon teams and infantry (low entity axis sqauds and weapon teams), they are pretty much on their own and can't do much?

Please, try to keep up lol.


Elephant ... 20 POP
JT ......... 21 POP
Comet ...... 20 POP
IS2/Tiger .. 19 POP

entity
Volks ... 5
Rifles .. 5
Grens ... 4
Tomies .. 4/5
PfFuss .. 6
Conscr .. 6

You destroy Elephants and JT only in theory. You dont have enough Alies rank, to play really competetive games. I also prefer to play an axis, when I playing alone.

Heavy TD are realy problem and It is good that the autumn patch will be dealt with.
(problem only in big team games)
11 Aug 2017, 14:21 PM
#35
avatar of Dangerous-Cloth

Posts: 2066

jump backJump back to quoted post11 Aug 2017, 14:17 PMAradan


You destroy Elephants and JT only in theory. You dont have enough Alies rank, to play really competetive games. I also prefer to play an axis, when I playing alone.

Heavy TD are realy problem and It is good that the autumn patch will be dealt with.
(problem only in big team games)


I don't have enough allies rank? You mean I don't have enough allied play time to make such claims? I have had the game since launch, I know what it takes to fight Elefants and Jagtigers if that is what you mean lol.

You seem to make balance claims in 1v1 and 2v2 discussions too about Axis stuff too, which you have zero playtime in yourself.

Watchout for that bullet you fired, it might come back at ya!
11 Aug 2017, 19:49 PM
#36
avatar of ElSlayer

Posts: 1605 | Subs: 1

jump backJump back to quoted post10 Aug 2017, 13:15 PMEsxile


How stupid are players to build tanks when only infantry and artillery are enough...

Actually his point is quite valid, at least from my experience. I've had quite many games where I managed to wipe several enemy squads with Katyushas and then have double ZiS and Guards to fend off whatever vehicles they had.
11 Aug 2017, 22:13 PM
#37
avatar of LoopDloop

Posts: 3053

Just wanted to say, I was really presently surprised by the level and quantity of civilized posts for the most part (until you hit the middle of page 2).
Oh, I also forgot the following very simple yet effective solution to a Jagdtiger or Elefant problem:

Stop making tanks and get a lot of artillery and infantry. The Jagdtiger and Elefant are huge resource and population cap sinks. This means there is a lot less room and resources left for infantry and support units. If the Jagtiger and Elefant have nothing to shoot at, they are useless and can't help the Axis teams.



That's the thing though, not making tanks really really sucks, as it presents a couple big problems. For one thing, you're going to be bleeding manpower like no tomorrow in the lategame even if you win every engagement, and whatever armor they have will have a major advantage since they're way more mobile than at guns. Then there's the problem of enemy artillery wiping out your at guns and other team weapons, leaving your infantry basically all by themselves sometimes, and if you're brits or usf, chances are you don't even have access to artillery anyway. I'm not saying it's not doable, and it may honestly be the best solution, but I also just wanted to put that out there.

Actually his point is quite valid, at least from my experience. I've had quite many games where I managed to wipe several enemy squads with Katyushas and then have double ZiS and Guards to fend off whatever vehicles they had.

RIP usf (if you didn't go calliopes, even then their at gun sucks) and brits.
11 Aug 2017, 22:50 PM
#38
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

in team games, the soviet should just have mark target and then you gotta swarm him
11 Aug 2017, 22:57 PM
#39
avatar of Dangerous-Cloth

Posts: 2066

Just wanted to say, I was really presently surprised by the level and quantity of civilized posts for the most part (until you hit the middle of page 2).

That's the thing though, not making tanks really really sucks, as it presents a couple big problems. For one thing, you're going to be bleeding manpower like no tomorrow in the lategame even if you win every engagement, and whatever armor they have will have a major advantage since they're way more mobile than at guns. Then there's the problem of enemy artillery wiping out your at guns and other team weapons, leaving your infantry basically all by themselves sometimes, and if you're brits or usf, chances are you don't even have access to artillery anyway. I'm not saying it's not doable, and it may honestly be the best solution, but I also just wanted to put that out there.



And your artillery can´t wipe their support weapons and infantry?
11 Aug 2017, 23:17 PM
#40
avatar of LoopDloop

Posts: 3053



And your artillery can´t wipe their support weapons and infantry?

Not if you don't have it. Otherwise, yes, but you still will be at the mercy of tanks and their artillery wiping YOUR support weapons, which you need to not be at the mercy of tanks. I guess part of my point is, remember when okw complained about not having a nondoc mg and usf complained about not having a mortar? The parallel is that regardless of the balance aspect, it's harmful to leave out basic elements of the game from certain factions, and it's also harmful to have units that make it so you literally can't use basic elements of a faction to the degree that heavy TDs do, and also making said units insanely hard to kill.
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