" After you have invested into emplacements, you are basically handing over the game to your opponent and betting that he does not know how to handle it.
"
Seem to really have their knickers in a twist. You would think that David Beckham had just left West That Direction, live on Pop factor, after announcing that he was gay judging by the girly tears being shed.
So, in sympathy with our Axis preferring brethren it is time for a new challenge. Despite the woeful interest in my previous challenge threads I am ever optimistic.
The goal is not to win per se but merely to farm rage quits from the Axis by use of the Advanced emplacements Commander.
As it appears to suck arse this should be challenging for good players and just good fun for anyone who uses it anyway.
Usual rules apply, post any in game chat that suggests a rage quit, extra points for someone questioning your sexuality or posting OP threads whinging about your style of play.
This should get me some points, if only for the name.
(I don't have any wins to post where I invested heavily in emplacements. Building a Bofors, mortar pit, and post plus repair engineers is about 1500 mp including tech costs, and lets you lock down one vp and probably a second, but it doesn't move real fast and limits your ability to push any of the rest of the map because of the investment.)
Sounds like a good question for DevM of he's still around.
Don't take this the wrong way, but when someone is complaining about aggressive Ost play with good sniper micro, DevM is more likely to be part of the problem than part of the solution.
The quick zook on a rifle can work well, but it can also backfire. zooks on rifles in general is very strong since theyre the only AT infantry with a snare, but to me I just think having more guns guns guns early game is more important. leave AT to a squad with bad guns that wont contribute much anyway(RE's) or a F R E E S Q U A D dedicated to it(Captain). Now a BAR ZOOK mix with all infantry is something I did alot back in the day, but that comes down to a luxury; as equipping all those squads like that is a massive muni drain over the course of a game.
Plus, you turn into a weapon pinata for volks or something when you give your guys alot of weapons.
LMG or even BAR Re's imo got nerfed too hard, requiring vet 3 for the extra man hurts. Obviously your opponents infantry are vetting as well killing your 4 man RE's, which means you have a subpar squad worth a lot of muni basically feeding the enemy vet until they become capable squads on their own at vet 3.
I have not played alot of usf lately honestly, but during my last spurt of games I went quad stuart every time. Rebuilding units like that put you in something I call a tech deficit, however which causes scenarios like command panthers appearing when all you have is one stuart for example. Best thing you can do is not lose it, if you do, well youre gonna have a tough time. IF you invest that much into vehicles.
And to answer the fighting pit thing, i usually dont go fighting pit since all an OKW player has to do is envelop the target(aka not walk right in front of it and jsut flame nade it from the side and cause alot of pain, maybe with raketen support to destroy it with good measure) and its gone. Would just prefer the quadmount for crowd control around team weapons.
With vet working, im gonna give airborne and 50 cal spam with armor company another shot. They may be decent fuel free(Environmentally friendly alternatives as crowd control to the quad.
I did try 50 cals later in the game. They didn't seem to either suppress well or do a lot of damage. Could be a L2P issue on my part. Maybe you'll have better luck with them.
I did try a few games with zooks on RE's and just bars on rifles. It works well also, maybe better.
Hamlet is fine, other than the weather that looks like it is or will be removed. It's a better Crossing than Crossing.
Chateau would definitely be vetoed if I had another one. It seems like I lose as Allies on it a lot more than I win. I'll try a few on it as OST or OKW to see if it's just me or is it the map.
The early game on the left side as USF can be rough. Clearing the left side against someone who turtles with LeIG, med truck, raketens in buildings can also be rough. Good thing God invented smoke and the Sherman Bulldozer.
I have always liked Rifle Comp over Armor company as they're somewhat the same. (flamers and a good versatile tank). But i'm unsure about the Sherman Bulldozer. I've only used it once during my whole playtime as it wasn't a success the first time. It's really expensive compared to the other options and it can only make bunkers and do an arty... ? it seems like a dull tank to me, but if i'm wrong please tell me.
So my question to you:
Is it worth the cost? and if yes, when and how do you use it?
It can be pretty good AI - I'll sometimes get 40+ kills with it. Other times I get 0. If I can keep hitting someone with it and backing up to a couple of ATG's or M10's, then it's okay. Any Axis medium tank will kill it quickly if unsupported. Also, it seems like any more than 1 of them is a waste.
I recognized some of the mistakes as I was going along. I felt like I threw the game away a couple of times. It was a good dose of humility watching someone analyze it. Cookies said a lot of the same things.
Thanks again,
1. Your intial teching was very wierd. You went early racks instead of nades, then put a zook on your rifle instead of one of the double rear echelons you had
2. Infantry company and LT tier dont mix as well as AnyCompany and captain tier. LT Tier is dead. Catch my drift
3. Well LT tier isnt actually dead if you dgo captain too, which you did.
You can really create an OP combo of USF infantry and team weapons. But you didnt, no 50 cal, which wouldve helped in protecting your pack howies
Speaking of pack howies, you shouldve moved them to the middle(earlier) to help your teammate. They wouldve done serious work on the positions there, and forced your opponents to buy a walking stuka. Which wouldve prevented the command panther from being on your ass so early.
4 If you read my infantry company guide(which is so outdated but hear me out) I emphasisize the importance of buying major tier armor before the priest. The thing costs an arm and a leg in MP and popcap, and you had no armor on the field when you called it. So you basically killed your somewhat high MP flow.
5. I take back what i said about the pack howies, you did move them thought a little late.
5.5 OKW player seems to think obers are the only infantry OKW can build.
Im kinda gonna stop my feedback at the 37 mark because i am not a genie, magician/ magicman, nor do i pretend to be. I have no idea how to win as USF on a grindy map like Rhine vs KT's, command panthers, and werfers supported by vetted obers. So USF 101, win before all of that, and it will add at least 5 more years to your life.
Or just add a brit to your team. Helps in games like this
Thanks for taking the time to review it. The whole game felt like a disjointed cluster** with a few moments of playing okay. We did win 17-0 but think that some of their mistakes at the end gave us the game.
When I got pushed off of the bottom point so easily with the Kubel, I decided to get zooks early, plus I was expecting a 222 or luchs early and still thought I would get lieutenant first. I rarely manage to kill anything with grenades so mostly just use smoke.
I almost always equip one rifle with zooks and put lmg's on RE's. The RE's seem to level up faster that way and become more viable units. Maybe it's a mistake - I'll try it your way and see how it works.
Woodstock/Salty talked about the problem with lack of armor also. He casted the game and pointed out that I could've had a Sherman almost the same time as when I got the Stuart out and it would have had a much better impact. Also, lack of any Jacksons to help my teammate hurt us as a team.
Do you ever use the quad halftrack? Would you have rebuilt it if you lost it? Also, if you don't go LT, do you build fighting pits to guard team weapons?