Try using Pathfinders and Paratroopers in synergy. Paths provide recon, plant beacons that Paras can reinforce at, and snipe infantry at long range. (The special rifle Pathfinders use instantly kills any enemy soldier under 80% HP. Vs weakened squads its terrifically effective.)
If you run out of beacons, just destroy one by clicking on it and plant another.
With your Paras, the choice of what to upgrade them with depends on what faction your playing.
Vs OKW, their tons of troops demand the .30 cal so you can plink at them with the highest dps weapons in game. I wouldn't recommend using the suppression ability.
Vs Ostheer, Thompsons. They'll allow to flank support weapons and brutalize them with the "Tactical Assault" ability. You can wipe two Pak guns in seconds with this ability at close range.
Another tip on Paratrooper usage: to take out the OKW Flak HQ, smoke it with Sherman's and have Paratroopers plant Satchel charges while in the smoke. It's best to lure his army away with yours, retreat quickly, and catch him with his pants down when you do this.
Similarly, Thompson Paratroopers flanking Pak guns is super effective. Just charge them down, because once their gone, your Sherman's can have a field day with HE Shells. |
At least T34 85s cost fuel. In the depths of ELO hell, the Tiger Ace is the most broken thing you can imagine. |
The Pershing would be a call in, call in spam is cancer.
By the time Pershing comes call-in meta will be gone I assume. |
No reason the tanks you described couldn't kill a TA. Circle strafe him,wide Jackson flank. When he blitz away pursue, when he smokes attack ground. Smoke out his paks.
Axis take less skill at your level of play to win. But keep practicing and you'll see that the allies have plenty of advantages.
Also, as odd as it sounds, (don't try this) Paratroopers with Bazookas and BARs are the epitome of heavy infantry. |
No problem. I know the feeling your talking about: dominating the map early game, but knowing an armored counter attack is coming, and feeling powerless to prevent it...it sucks lol.
I would highly recommend Airborne btw. Cookiez strategy is very effective, but going T1-T3 is classic and very powerful if you seize the map early on with your super solid Rifle play.
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OKW is a weird faction. Only thing that I know they're good at is infantry spam. |
Early game all your enemies attention is on his squads Generally in one area. If you throw a grenade, he'll easily dodge it and you'll have wasted very precious ammo. USF players throw nades early game at HMG teams, and OKW has Rakrenwerfers as a fall back for light vehicles.
I'm actually for Grens getting an M24...but not to help them early game, to aid lategame and free up MP spent on mortar for anti MG in building. |
AOE buff or make squad throw multiple |
Or it could just be like I've suggested about a half dozen times. Just reduce the rifle-grenades range by 15-20% as it scales with Vet. In return the Grenadiers can get the hand-grenade.
It would mean grenadiers would have 2x grenades, but access to an early hand grenade would be beneficial to Grenadiers to handle the close-quarters bullying that they face from Soviets and especially Americans. The other side of this is that the extreme range that Allied weapons teams and units face from the rifle grenade would be brought in line to a more reasonable area.
You throw one of those early game. My M20 then systematically murders your entire army.
Ostheer is munitions starved, especially early game. Munis won't be spent on something that can also be accomplished through skill. (Engaging Riflemen and Cons with Grens.) |
The only arty the soviets have is the katyusha and maybe the 120mm if you want to add that but, thats doctrinal, and soviets dont tech because they have bad stock units like conscripts. Cons bleed late game regardless and what are you even talking about? charging them? they die regardless at all ranges, what am i suppose to do with them? keep them in maybe base late game, they are mainline infantry so I use them to fight, like everyone else, now if penals and maxims were buffed to be better units than cons would be fine because they would be supported by them , but they aren't
Lategame they should be used as line infantry: to defend while in cover. If you want to use them offensively support them with call-ins and stuff. (Maxims need buffs along with Penals, I agree.)
Grens can be used as mini terminators because the Germans don't have elite troops, and the hmg MG42 is no good lategame for supporting them. Also, "flavor."
The Cons sprint also makes AT made and 6 cheap men make the squad a debatably better AT snare than Grens.
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