How do you flank Maxims on maps with limited space, like Crossing in the Woods, or beat a guy who sends 3 Maxims to the island on Semois (talking 2v2 here)?
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I've been playing all 4 factions, but the one I still like the most is good old Soviet.
There's one simple reason: map control with this faction converts into a tech advantage that can win you the game. This faction, more than the others, rewards aggression, active pushing, and also can survive one or two squad losses. Even temporary control of two fuels can result in fairly quick production of affordable and powerful units, like the T70 and M5 while waiting for even more powerful call-in tanks.
As I've been watching replays and shoutcasts, I've begun to learn how to use all the other ones better. Essentially: be extraordinarily careful. Due to the high teching costs of Wehr, US, and OKV, generally any risks you take will not soon translate into an additional tier of weaponry, as manpower drain for all these factions is the biggest reason you'll probably lose, and squad losses are extremely punishing for all including OKV (which does seem to float manpower a lot but must gain veterancy to win).
Ie., good players know the stats of the basic infantry and play accordingly:
Cost/Reinforcement
Conscript/maxim 240/20
Grenadier 240/30
Volks 240/24
Rifles 280/28
This is probably, on a fundamental level, my biggest issue with the game right now. The tech structure of all 3 factions except Soviet is such that you are better off playing conservatively, letting your opponent come to you and then counterattacking. This is partly what, in my opinion, makes US vs OKV games long and dreadful affairs, as high level players are aware of how bad it will be to let OKV units vet, and how painful a squad loss would be.
Some examples from two games I've watched:
1) Danield (Wehr) vs HappyPhace (US): HappyPhace realizes DanielDs double MG won't allow him to put any additional pressure on his cut-off, and essentially camps North Langres. Instead of opting for a Tiger, Danield goes Panzerwurfer, Ost, PzIV and a command tank to cause manpower drain without taking any himself. D wins the game because HappyPhace throws away multiple Jacksons trying to get the Panzerwurfer.
2) OMGPOP (Wehr) vs VindicareX ((Sov) - the last game of the CEVO NA finals. Here, VindicareX fails to use Soviet resilience and plays too conservatively with his infantry and scout cars, eventually allowing OMGPOP to camp his cutoff. His conservatism is bested by OMGPOP's, who camps buildings in the center of Semois and barely even attempts to cap until he reaches for Vindi's cutoff. OMGPOP doesn't even risk using one unit to cap his fuel for half the game, as the strat point income from controlling the middle allows him to tech to a Tiger anyway.
I don't really know what I'd like to see changed - but I would like to see aggression rewarded more for all the other factions through translation into quicker teching that gives you a greater advantage, the way T3 does for Sov. Perhaps strat point income could be lowered. Maybe teching costs could be juggled. I'm not sure yet.
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Eh we'll, that might make it difficult I'm a 4v4 situation, but two smoke barrages?
Idk, I mostly play 1v1 and 2v2 and haven't had problems getting them with T3485s, they never have enough support because they have been spending so much muni for the fuel to get it out...If there was smoke I probably wouldn't lose a single tank, but even losing two t3485s is fine given their economy and the speed at which Allies can recover.
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I got a positive response from Peter Qumsieh regarding making it possible to use the Sherman smoke barrage on the move, which currently is mostly useless as the range isn't that great and you have to stop to fire it.
Once you have 2-3 Sherman's creating a massive cloud, it will be much easier to flank or just gangbang the super tanks with attack ground inside the cloud.
I can't wait to see this, I hope it happens next patch. it will be both visually very impressive and add a whole new element to the game.
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Epic...
#GamesWithoutTigers - US vs Wehr now looks like an exquisite matchup once you take the Tiger out of the equation...Great use of combined arms by both sides. Not that there's anything wrong with the Tiger, but you don't get hour long games when Axis fields one, as it's pretty much an all-in unit (and the popcap doesn't help). And as we've seen it the past if you're too conservative with a Tiger you end up losing the game...
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Sounds good on paper, but will result in OKW camp-to-win with vet squads followed up with a flak truck in the middle of the map...
US late game is still too weak, there's nothing you can do when they start focus firing down your squads with vet high DPS units...If the US has to use Shermans, they all need much higher accuracy when moving. I don't understand where all this whining about OKW lack of AT is coming from, vet raketenwurfers are still too good for the original cost, not to mention shreks/fausts/Panthers/KTs...
In fact, most games I would say you are better spamming raketenwurfers and exploiting he fact that they can retreat, rather than going for a Panther...They also snipe infantry surprisingly often.
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US vs OKW is alright, except for volley fire. Once that's fixed OKW will win hands down.
US vs Wehr is totally broken since the only way you can win is a well-microed Tiger.
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Dis map makes me want to shoot kittens.
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Am I the only one that dosnt rush for a halftrack as either faction?
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Volley fire is broken period.
And the flak v. flak meta is stupid and boring. I don't know why Relic ever thought it was a good idea to put nearly identical units that come out at nearly the same time in the game.
Since OKW flak comes out faster, I get a couple of zooks first if I see that building, own the OKW flak, then mine has free reign and it's GG unless he gets really lucky with a raketenwurfer. It's idiotic.
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