Yes but since they don't, the higher allied pen makes their tanks more cost effective since they're also cheaper in addition to being more effective pen wise. At least for the sherman and T34/76. The cromwell is more or less meh now since its nerfs.
Um, most Axis tanks have a lot higher armor which makes the Allied tanks much less cost effective. Sure, most Allied tanks are a little cheaper but that is getting excited over a buy-thirty-get-one-free sale.
If you really thought that Allied tanks were so great, you'd actually be playing them. All of your USF rankings are on hold. You've barely any USF games anyway, as opposed to many hundreds of OKW games.
Can somebody give me the stats comparison between the ostheer mortar and the usf mortar?
I get wiped a lot (almost full health squads with 3 men) by the usf mortar and it's either my rng being shit against every single usf player or their is something i'm missing.
Would be nice if i see the stats so i can figure out a way of how to dodge/ignore the usf mortar gameplay
The USF mortar now fires from closer range so the effective scatter is probably less. It's mostly dangerous when squads are bunched up (like due to leaving a building). I haven't lost a full squad to it but have lost 3 models multiple times.
Special Weapons Regiment is by far the best commander for breaking up OKW Sim Cities IMO - the Concentrated Artillery off-map can comes close to taking off 80% of Flak HQ HP with favorable RNG and after that its just a simple matter of following up with an AT Gun or Tank. Best part is that Croc follow-up means you can hard counter Rakens while OKW is unable to build armor.
One thing to keep in mind is that most maps have a typical truck placement location - if you're proactive about poking that area periodically you can preemptively disrupt Sim City creation in the first place.
Does the first hit of Concentrated Arty hit in the exact spot where it is targeted (like Railway)?
Early game wasn't bad, you end up with superior map control. But then, around minutes 7-9, you start sending squads alone into enemy territory against superior numbers and being forced back. At this point in the game, your mortar pit > his ISG. If you had pushed with your whole army (including your vickers) I think you could have handled his forces easily, especially considering he'd invested in an early raketen.
The mortar pit also goes down because you don't keep it alive. A second engie squad would have made that much easier, and you had the MP for it.
When the centaur comes out he has 1 shrek and one raketen (not that you can know that, which is why you should be peeking into enemy territory with your infantry more). It's a strong shock unit, and the AT he had could not have killed the centaur. This was your chance to push him off the fuel.
Your lack of a second engineer costs you precious centaur up time at around 16 min (you do eventually make another).
Another thing to consider is that you could have ignored his hard point and attacked his base from the south.
At 24 min in, you could have manueered the firefly out of the arc of the pak 43 and killed the bunker much quicker. Instead you have to waste a land matress barrage on it.
A lot of that is minor stuff. The main takeaways here should be:
Push harder when you have an advantage or a shock unit.
Scout more.
Take more care of your mortar pit/get a second engie squad.
1 mortar pit beats 1 ISG basically every time. With better barrage micro and more agression you could have decrewed his weapons teams, drove in with the bren, and won the game before 20 min. I would have remade a mortar pit once I realized he wasn't going to build a second ISG.
As a final note, I would have 3 tommies at all times, personally. If you don't at least have 2 tommies and 2 engies at all times; any less infantry than that and you're very limited in terms of battlefield options.
Thanks for looking at this. I've had several games like this as UKF where it starts okay, at least in terms of map control, and then slips away. I did watch one of Hans' games today and saw that he normally has 3 tommies and 2-3 engineers. I'll try more infantry and see how it goes.
Is the coordinated barrage from the sniper any good on emplacements?
Also, do you ever tech to Comets? In the one game I saw of Hans, he just did Cromwells but I don't know if that is just situational.
This game started okay, but as the OKW player built his sim city I couldn't figure out what to do.
Some questions:
Does the arty that the sniper can call in work okay against buildings/bunkers?
If I added Royal Artillery, would the Sexton work okay against buildings? I've tried it a few times against infantry and it was really bad.
Is there a particular commander that people have in their loadout for dealing with these situations?
This was a 1v1 on Langreskaya. The OKW player just held onto his base and the small area towards the top VP. He built a PAK 43, LeFH, and eventually a KT. I never felt like I could overrun it, tried land mattresses but really didn't make any progress with those. If someone has experience dealing with something like this and has time to look at the replay then I'd appreciate any suggestions.
Some questions:
Does the arty that the sniper can call in work okay against buildings/bunkers?
If I added Royal Artillery, would the Sexton work okay against buildings? I've tried it a few times against infantry and it was really bad.
What even is this thing? I've seen it like 3 times ever. Is it some sort of elefant/jt analogue with sherman-esque round switching or what? I'd also be very grateful if someone could post its stats (like reload time, damage, pen, health and armor) alongside jt and ele stats if it is comparable.
It's mostly a self-propelled dshka with some armor and a lot of fuel cost. The main gun takes an eon to reload, only to watch the shell harmlessly hit the ground (like the raketen as someone pointed out, maybe worse). I think they're trying to fix the problem with the main gun in the unofficial patch but some people were saying that the shell moves really slow.
I still have the images in my head from WFA release where P47 was the ability that killed everything in its circle in seconds. That's why I never even tried to test it out how strong it is currently. If I hear those planes and see the red circle on the map, I am going to evacuate as fast as possible.
Times seem to have changed.
I played a 1v1 a couple days ago against someone who went airborne. He attacked my Schwerer with two Shermans and two Jacksons. The Schwerer went down fast then he dropped the P47 on my Command Panther and JP4 (I also had two raketens). I fought the entire time under the P47'S, ended the battle outside his base, got both Jacksons and Shermans, and only lost the JP4 because it backed over a M20 mine. I used to play mostly USF but don't really like them at all right now, and its more than just the P47.