Alright man sure. |
An army of over three Paratroopers with LMGs and 1 pathfinder deploying beacons, recon, and sniping is the best infantry army ingame, I won't lie. The thing is though Paras have a hefty initial deployment, (380)and LMGs are 120 munitions.
They also come late at 3 CP. The best way to counter this is apply lots of early game pressure. If you force the enemy into rifle spam or a fast light vehicle, you delay paras. |
The reason Riflemen>Grens is the fifth Riflemen. One sniper shot turns the engagement in your favor. Gren, Gren, Gren, Sniper, Gren. Hug green cover, beeline LMG42 and build a Scout Car to counter the M20 coming for your Sniper. If you can't do this, l2p.
Tiger sniped by Jackson? Poor play. Jack sons paper armor and no smoke mean it can't pursue to finish off armor. If you played USF you would realize that Jackson only beats Tiger if the army supporting Tiger retreats it isn't there.
@QueenRatchet, thanks. Playing 200> ranked 1 vs 1 as USF really lets me cut through Axis fanboy nonsense. I don't mind Axis fans though, as long as they don't suck.
|
I'm submitting my ideas for an OKW redesign.
Thinking about it, it would be great if Kubel became Kettengrad tarting unit, can capture territory, but poor offense. |
Tiger is better vs USF than Soviets.
Honestly vs mobile turtle with half tracks and teller mines everywhehr(soviet players buy flames for engineer if they go guards motor clowncar, thus no sweepers) with tech into T4 for Panther and Nebelerfer to wipe 120mm sounds great on paper. But for some reason Tiger is meta vs Sovkets too. |
They should move Volks to the Mechanized Regiment HQ, need Sturmpios but buff price, and make Kubel suppression cost Munitions. Also give Puppchen better anti infantry, and vet 0 stealth.
These new Volks should have 6 men, dps adjusted to match before but with price increase to 270. |
How are they outnumbered if they cost the same amount, or cheaper in the case of Riflemen? I'm curious.
And Tiger pushes USF back while Pak does damage. Tiger MP bleed, Grens advance while mopping up, Pak on over watch. If your that outnumbered late game you've lost units earlier, in which case it's l2p. |
OP, it's simple. USF struggles vs LMG gren, pak wall, Stug E, Tiger Ace, and a well used sniper.
In your load out, use Close Air Support, Elite Troops, and Mechanized Assault. Now, on which one to use:
Pick CAS is you lose the first engagement, Elite Troops if it's a draw, and MA if you win and force a retreat. From thehr you either spam fuel to munitions and give 5 Grens MG42, put mines everywhehr, build sniper, up gun scout car, and use Pak for AT.
Or you pick MA, play normal then boom, Stug E. Use it to kill everything because it's a broken unit. Then save for Tiger.
If you pick Elite Troops, fast tech T3 and get some armor out, Stug C is good because it counters Jackson, the only USF unit that can fight the Tiger Ace. Use troop training on Sniper, use explosive shot on blobs. Use troop training on pak and Stug for target weak point. Once you have sniper, two pak, three gren, and medium armor, save up for the Tiger Ace. As long as you don't run over a mine, you win the game. |
You have a force of Grens losing to Cons in the late game? Wow, this is bad.
-LMG42 Grens destroy Cons.
-Mortars destroy Maxims.
-Panzgrens defend your Mortars and Paks.
-Paks destroy tanks.
-Tiger destroys everything.
|
Another rule of thumb is to hug green cover in the early game. I know it sounds condescending but a lot of Allied players get into the mindset of early game zerging with their better close range troops. Also, you should find optimal pieces of green cover on each map. The truck near the Church on Kolodny Ferma, the ammo point tractor and lumber there, and the Ammo point tractor on Langreska also. |