Use them at long range, never close in They're very average infantry (to be honest the only infantry i personally prefer less is conscripts), but they're a very durable squad which helps (particularly with vet). I only use 1 sturmpioneer squad (although i could see how 2 squads would work well on certain maps). Volksgrenadiers need to be made, at least 1 but preferably 2 so you can get some mid game AT that's reliable.
elefant is a good tool for scouting nowadays . But seriosuly it's still great when supported well. Too bad only in 4v4s could that really happen. Elefant really is a specialist tank and shouldn't be seen too often.
1. Don't blob up too much when you know there's 1 on.
2. Learn to hear when it's landing nearby and move to adjust (i play without the background music on). It's too late once you've seen the shadows of the arty shells.
3. It costs 100 fuel that's sacrificing a heavy tank. Try to sneak up on it with anything and kill it.
4. It has very long cooldown
May i also say that if you get a mine or a conscript AT grenade on it, then it's practically immobile and free for your SU85 or ISU152 to shoot.
Yes isolated shots from pretty much every tank in the game have a decent chance of not penetrating a king tiger, but if you keep sustained fire on a king tiger you should penetrate it a little over 50% of the time.
the more you play 1 army the better the chance you have of getting its bulletins/skins/commanders. I'd assume since the expansion most players are playing American/OKW
1. Reverse it into combat
2. Try to keep it stationery that way it fires its 37mm Cannon (like a T70 cannon basically but not as accurate)
3. Keep it at max range/long range
4. It will destroy OKW Flaktrack if you use it correctly. It'll defeat Ostheer Scout car. It'll probably die against someone who knows how to use a puma, but it can beat a puma. Can't damage tanks reliably except from the rear. It's best at killing infantry
5. Watch out for Vet1 HMGs and AT guns/Schrecks. If you can rush one out they usually won't have them. The halftrack is weak.
M36 Jackson outranges it, and with HVAP rounds is very likely to penetrate it. Only problem is it requires a lot of micro. Have a Howitzer/mortar carrier to kill any enemy AT which may support the king tiger. As above P47 strike is also good.
Also Riflemen's rifle grenades can damage the KT's engine, making it absolutely useless (virtually immobile)
Rear echelons are very squishy troops. By the time you've equipped a weapon on them and then you use volley fire the germans should have some decent stuff.
That being said, if it is too powerful would it be easy enough to just disable the ability once the squad has a weapon equipped?
Any 2 squads can flank. More importantly, Rifle Smoke grenades stop it from firing and force it to move (same with the Flak Halftrack and any MG42). Soviets do not need to worry as with oorah, Maxims and Scout cars every tier has a good counter.
The Kubelwagon is the weakest vehicle in the game but if used well can dominate in the first 5 minutes of the game.
Maxims and mortars are a great way to go into industry. Generally anything that dosnn't constantly need reinforcing will be excellent for your low manpower rate. Fuel caches can be done but having a strong on field presence early is essential for a successful industry strat, you need to have half the map + the extra industry fuel.
Of course get T3 the second you are physically able to and rush a quad cal halftrack, then T34s.
Industry is flexible nowadays in that if you can get a good start, you can pick it when you hit 3cp to rush for T3 that little bit faster and get tanks quicker, otherwise if the game's in the balance and you need guards/shock troops, you can pick those commanders instead.