OKW, USF and Soviet balance is debatable but the margin between them is small as evidenced by the recent tournament results and maps play as much or even larger roles than faction imbalances in deciding victories often enough.
Ostheer however seems to be a good margin behind all 3 factions, they are the weakest faction by a clear margin.
You could try going double I&R pathfinders and just insta blowing up the flak truck to stop t4 tech. Or just go mechanized and try to take out the truck quickly with your first sherman and 1 arty barrage preventing the panther.
Alternatively going for something like an early AA HT is viable vs a med truck strat. As it costs the same MP as an m20 but will give you much better map control since you supress them after like 1 second and they basically have to retreat if you have any other units around. You can just get some bazookas if your afraid of an early luchs. It can be hard if you allow their flak truck sets up in a way stopping you from harassing/cutting them off though since you invest alot earlier on, but OKW with 1 mabye 2 shreks vs an AA Ht will have a really hard time.
This is incredibly vague. Which flamer? 3 factions have them? vs what units? was the engagement even cost effective? Is it better than any other 60 munition upgrade the same worse? i see flamers more often now but all ugrades are really good
I think its important to compare units to their alternatives and use specifics rather than speaking about fast good bad small large. These are the AOE numbers at which these units do 80 damage AKA kill full hp models, basically the AOE at which they 1 shot(scatter matters for consistency but this is potential with good RNG)
7.3 Sturmtiger
2.575 ISU152
2.35 KV2
2.05 KT
1.975 105 Sherman
1.95 Brumbar
1.75 Is-2
1.5 Katusha
1.45 tiger
*1.4 scott*
1.325 Sherman HE
1.125 Panzer 4
1.1 T34
1.1 T34-85
1.0 Stug E
.875 ez8/Soviet Sherman/Sherman AP rounds
.75 command p4
.65 ISU AP
.425 Stuart
.175 panther
When i saw this thread i was like Garden no scotts aren't OP i don't even build that pudding. However it is right next to the tiger, and higher than every medium tank on this list in terms of 1 shot potential.(or course mgs play a part on those tanks though)
I don't like that this unit has arc fire, it feels weird for a light vehicle its not a brumbar/dozer. I believe the unit should do less damage(80-100 instead of 120) but return it to direct fire so it will be less potent but function as a more versitle and reliable vehicle. It will pop units with lower damage but the damage will be consistent since it won't be slow and inaccurate vs moving units.(which is why i generally don't build it often now)
Vs Ostheer 4 conscripts, healing buy another engie and upgrade flamers on both get shocks or 120mm at 2 cps tech t2 get maxim tech t3 if you are ahead stall for t3485s, is2 or kv8(only kv8 if you will lose w/o it or he has 0 at units vs okw priority one should be making him run and burning t4 to stop panther ASAP panther out = gg typically)(85s are better tank but shocks are good early vs harder grenspam)
Vs okw get 3 cons, 1-2 maxims(build t2 when engie runs or get another engie if its taking a while) get shocks at 2 cps exactly get healing based on cp gain, get t3 if you think you can afford it and get an is2 at 11 cps. get at nades when you need or(if t4 goes up)
These are basic react to their play, too much infantry? get more maxims. Mortar spam? don't get any maxims, Floating but winning? caches, Floating but not winning? get the unit you have that is performing best. Try to control garrisons on the map use green cover(sandbag spam is good) and try to fight cost effectively or run them around in circles, you are stalling for time not trying to outblob them gl