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Wermacht Machine Gun spam vs USF

13 Mar 2019, 12:19 PM
#1
avatar of SHALLAHJUSTICE

Posts: 16

I know this is an old issue but its so annoying. Wermacht get MG's way too early and you can never see them until its too late and your pinned, then you have to retreat and lose valuable ground or risk losing manpower, plus the german potato mashers super wide field of view and rate of fire is just too much. Playing as USF against them can be such a pain, don't get me wrong i have beat them 1vs1 multiplayer about 18 times but it is such a chore to deal with MG spam. I use smoke and nades against them but it dosent always work especially if they have MG's in different directions.

In 2vs2 its a joke, the Wermacht player will spam nothing but MG's and mortars while OKW spam Volks until they get a panther. Road to Kharkov is like the worst map for this. I use the mortar halftracks incendiary barage to deal with these team weapons but it comes at 2 CP and by that time they have consolidated their defensive positions, built bunkers and fortified the VP's from multiple angles.

USF get the mortar team straight away but their garbage with terrible accuracy and all it takes is some volks spam to flank them. It takes so long to tech up to an MG with USF, it even costs fuel which is simply absurd.

Every faction should have to tech up to get MG's including brits.
13 Mar 2019, 12:31 PM
#2
avatar of blvckdream

Posts: 1682

Road to Kharkov against MG spam? I feel your pain brother.

In general though USF have plenty of ways to deal with MG42s. Pathfinders for spotting them early. Mortars and pak howis for smoke and regular barrage. Early LVs. Smoke grenades and flanks.
13 Mar 2019, 13:13 PM
#3
avatar of SHALLAHJUSTICE

Posts: 16

Road to Kharkov against MG spam? I feel your pain brother.

In general though USF have plenty of ways to deal with MG42s. Pathfinders for spotting them early. Mortars and pak howis for smoke and regular barrage. Early LVs. Smoke grenades and flanks.


I know they have a lot of counters and i use them, but thats a lot of early micro you have to use just for them setting up an mg, which only costs manpower. The fuel and muni cost of the grenade upgrade, the fuel cost of getting M20's or LV's, the cost of using nades and teching up is too much. By the time you have these upgrades they have already got a solid hold and are working on a forward push.

13 Mar 2019, 13:21 PM
#4
avatar of ProxyFox

Posts: 8

Try to get 3 rifle and do early flanks then go for mortar halftracks. If you still got MG-ed then well it's probably gg on these kind of map.
13 Mar 2019, 15:19 PM
#5
avatar of Lago

Posts: 2870

Pretty mode dependent. USF is good at flanking, but that's hard on the narrow, unit saturated 2v2 and 4v4 maps.

Your best bet is light vehicles. If you've got the Mechanized commander, Cavalry Riflemen in a WC51 are a brutal counter to units with no AT abilities. The M20 is a nondoctrinal unit that can fill a similar role, but it's not as strong.

Be sure to grab a Stuart too. It's not as good against infantry as an M20 or WC51, but it can do a bit and it'll fight off any 222s that go for your lighter vehicles.
13 Mar 2019, 15:32 PM
#6
avatar of LeOverlord

Posts: 306

In 2v2 you can go Mechanized and use the WC51. Also, the new M20 is a beast chopping off models from afar. Furthermore, you can also use Recon Support for the Greyhound (yeah it comes late on the field, i know) but it's very effective.

As USF, you should occupy the buildings that Wehrmacht is going to use for their MGs, simply because their gameplay is straightforward.
31 Mar 2019, 22:00 PM
#7
avatar of HoverBacon

Posts: 204

Late response I know, but usf instant double mortar is a safe bet for dealing with MGs, get your rifleman, unless you are using a doctrine with rechelon flamers in which case get a second rechelon squad for double flamers and get 2 mortars, perhaps back up the mortars with an early fighting position so you can't be pushed and just shell them out, you having your own mortars will negate the mortar part of the MGs + mortars AIDS.

Alternatively use the mortars to fire smoke to smoke them off and tech grenades (of attack ground with the flamers through the smoke) and that should send them packing. You probably also want to rush for a .50 cal to shut down their infantry too.

If you really want to spam rifles early you can do that too but get a mortar to smoke of the mg and rush it.
2 Aug 2019, 21:15 PM
#8
avatar of CODGUY

Posts: 610

Mechanized Company can counter MG spam more easily due to the jeep.
25 Oct 2019, 03:10 AM
#10
avatar of Ratritual

Posts: 33

As I mentioned in my recent post that you can find and I used my suggestions,it's not about the counter and what needs to be done about mg's.

We need to tackle the player mentality who rely exclusevily on mg's without making them think twice before cliking on more than 1 mg at the start of the game.

First of all mg's should be costing ammo if you want them to shoot at max potential and pin down like german mg,second they should have less suppression and more accuracy,can you imagine in a real war scenario 15 soldiers sitting ducks in the range of an mg with their head in the dust getting killed without shooting back throwing nades or putting their hands on their head? and why would it save your units if you retreat them running home ,how are they not getting killed from the mg when they run back home ,they simply run through a rain of bullets.


Mg's need to be moved to tier 1 or 2 or it needs to be changed the way it works with the pindown mechaninc,make players spend 30 ammo for 15 secs of pindown or 20,make them less supressive and more accurate so infantry shoots back with less accuracy but they still do shoot back.

If an infantry is being shoot and pinned and the mg is shooting at the other ifantry,that infantry should immediatly start to fire at mg or throw grenades or anything because more than once I encountered my units staying pinned down for 6-8 secons from mg suppresion.


Yes I know german mg's are all superior and best muh gun ever but a bullet on your head would make that weapon usless,ok?,it's war ,on d-day allies went through multiple mg's and still won,it's a real war not girls simulator where they sit ducked in fear of being raped or shoot.

CHANGE THE MENTALITY NOT THE COUNTERS!
6 Nov 2019, 17:18 PM
#11
avatar of RepoRogue

Posts: 12

I know this is an old issue but its so annoying. Wermacht get MG's way too early and you can never see them until its too late and your pinned, then you have to retreat and lose valuable ground or risk losing manpower, plus the german potato mashers super wide field of view and rate of fire is just too much.

USF get the mortar team straight away but their garbage with terrible accuracy and all it takes is some volks spam to flank them.

Every faction should have to tech up to get MG's including brits.


If you're really struggling with MG spam, then play Airborne or Recon Support. Pathfinders have enough vision to spot MGs before they can shoot at you, at which point you can pound them into the ground with a Pack Howitzer, which will crush both the ISG and OST Mortar in a head-to-head fight. Its actually not particularly difficult, and very consistent.

The game is balanced asymmetrically, which means different factions have access to different tools and at different times. That's not going to change, and it shouldn't. What you need to do is learn how leverage the tools that you have a USF player.
21 Nov 2019, 00:55 AM
#12
avatar of CODGUY

Posts: 610

The HMG42 is by far the most broken thing in the game and it's been that way since forever. But there is no desire to really change it so it's just something you have to live with.

It's always going to take way more effort to dislodge an MG than set one up so as long as OST is going to continue to get it right off the bat at bargain prices you're going to be at a huge disadvantage at the start of the game especially as UKF and USF.
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