I actually think massed, well microed Cons are extremely effective against OKW for most of the game. They beat Volks at all ranges, and 2 Cons can easily focus down a Sturmpioneer squad before taking any real damage. Molotovs make flanking MGs effective, and AT grenades deal significant damage to OKW light vehicles (2 can kill a Flak HT, which would otherwise counter Cons).
The only point where Cons start to suffer is when T3 comes, since Obersoldaten and the Luchs are very nasty against light infantry. IMO the best solution to this is simply rushing a T34, which Obers are helpless against. At that point, the only concern should be something like a Panther, but if you can take map control you should have plenty of time to prepare.
I don't think PPSHs are neccessary, but they do help Cons remain relevant a bit later in the game (since you can kind of swarm 4-man elite squads). The most important thing for Con-heavy strats is just being careful, not blobbing, exploiting flanking angles and harassing enemy resource points/cut-offs.
Probably the best commander for this sort of playstyle is Advanced Warfare. PPSH Cons with no tech (or maybe T2 for Zis Guns if needed), followed by T34-85 spam. |
Probably the most common BOs are:
Soviets: mixed Cons and Maxims in the early game, with a Guards/Shocks doctrine that includes a late-game armour call-in (ISU, IS2, T34/85s). Possibly go T3 for a T34 if it will punish the opponent particularly hard.
Ostheer: 3-4 Grens backed by Mgs and possibly a mortar. Go T2 for Paks and a light vehicle (222 for killing, halftrack for supporting infantry). Get a squad of Panzergrens if suitable. T3 is usually good idea for a Panzer 4 and/or Stug. Don't build T4 (too expensive), instead get a Tiger doctrine for the late-game.
US: 3-4 Riflemen as core, with BAR upgrade. Whether you go LT or Captain first is personal preference: LT is arguably better/more aggressive early, but can leave you vulnerable to vehicles in the mid-game. Unlock Major for the late game, with Jacksons taking care of late game Axis armour. Exact BO should be flexible, and is largely about which units you like.
OKW: Most common build is 3 Volks -> tech building. Go Battlegroup to get healing and the ISG to counter weapon teams. Go Mechanized for the Puma, which is a truly excellent all-round unit if microed well. Make sure you get Schreks on your Volk squads reasonably early. Late game, OKW usually need some form of elite infantry, either Obersoldaten or doctrinal troops. Either get a Panther, or save for a KT if confident. At least at first, using an MG34 doctine is strongly recommended, since otherwise the early game can be a little weak. |
Does anyone feel like the game has gotten pretty stagnant lately? We all know that there are several glaring issues with balance and faction design (snipers vs OKW, Ostheer T4 and the call-in system in general), but it's been a pretty long time since we had a significant balance patch (about a month and a half at my count). Personally, its starting to sap my enjoyment of the game to see the same few units and strategies used over and over again on the ladder (especially against Soviets, to be honest). How does everyone else feel? And has Relic said anything about the next patch beyond vague statements about issues they'd like to address? |
The chat log on this one makes for quite a read. |
Game 2 of Round 1 of my Rewind Supercup EU bracket. Symbiosis victory. |
Its random, about 50/50 in my experience but you can get both with LMGs or neither. |
Man, that's why I love these community sites - I would NEVER think about this possibility. Just out of curiosity, does it make any difference if I use pathfinders without vet or vet1? Meaning: does the sight increase with vet carry over to the crewed weapon?
Cheers
I don't think so - as far as I know, all veterancy bonuses are lost when the new weapon team squad is created (they then gain MG veterancy as normal). I could be wrong about this though. You can actually do this with a lot of different units - most people use their cheapest unit to recrew, not really realising that things like weapons and certain bonuses are carried over. IMO using the US Pathfinders for MGs and AT guns is the most useful (once the AT gun gets Vet 1, they can see absurdly far), but a nice one for Soviets is to recrew with Shocks since they keep their PPSHs. The next squads that tries to flank your Zis could be in for a pretty nasty surprise. |
Most of your "points" are conclusions, not reasons. Simply asserting "1)if you don't go pay to win generals = lose 70% of the time," isn't an argument at all, its just your opinion with nothing to back it up. The only thing you actually say about the game itself is Point 3 (Kubelwagon). In my experience, the best way to deal with the Kubel (and Sturms, for that matter) is simply to keep units together. A Kubel cannot survive focused fire from 2 Rifles for very long at all, and if you keep the squads apart then the Kubel will have trouble suppressing them both. If Sturms are present, focus those first since they do far more damage. If you are still having trouble, consider the following:
1) Fast BARs. These kill Sturms and the Kubel very quickly.
2) A single Bazooka on your RE squad. A Kubel will die in one Bazooka shot if it has taken even a little bit of small arms fire from Rifles. Keep the RE in reserve, then move in when the Kubel is on about 75% health to guarantee a 1 hit KO.
3) M20. This can hit the field very early if you go straight for it, and can chase down and kill the Kubel whilst being impervious to Sturmpioneers. At this point, the only threat to the M20 should be 1-2 Panzerschrecks, which can be avoided with careful micro.
4) 50 Cal. MG teams. These things murder both Sturms and the Kubel. Make sure to use Rifles to protect it from flanking Sturm squads. If you like, use the Airborne commander to airdrop them in, saving you the fuel for the LT. If you do this, I advise you to crew the MG with Pathfinders, which gives the MG increased sight range.
As far as your complaint about the late-game goes, I believe the US have a very robust late-game with flexible infantry, a great all-round medium tank and an excellent tank destroyer. The lack of a truly survivable heavy tank simply means you have to be a bit more careful with your units. |
The AP rounds ability is well worth using, but only against heavy armour such as Tigers and KTs since IIRC it only adds penetration, and the AT gun can usually penetrate meduim tanks just fine without the ability.
As with all AT guns it is easier to use defensively, but it is often necessary to use it offensively if you don't have a Jackson out (or even a Sherman). Just make sure not to leave it too exposed if you are forced to retreat, so it doesn't get overrun.
Aside from that, the most important advice I can give is that once you get it to Vet 1, activate the "Take Aim!" ability and never off. This is a toggle ability that (bizarrely) costs munitions to activate, but the extra range makes the 57mm one of the most potent AT guns in the game. |
Last time I checked, the HEAT rounds ability was still bugged and doesn't really work most of the time.
I believe they have the same stats as the regular P4 (including weapon stats) apart from a slightly slower turret rotation speed.
No negative modifiers from Blitzkrieg.
Not sure how much sight it gives, but not very much. In my opinion, best to stick with the MG gunner upgrade.
Skirts give bonus armour (both front and rear I believe), no extra HP. |