Why should Volksgrenadiere win against Riflemen at long-range? Maybe because if they don´t OKW has no counter against them whatsoever and Riflemen can just stomp any opposing infantry? And is always forced to attack Riflemen 2v1 in order to have a chance in battle while sacrificing map-control.
While it´s true that I should have build a mine sweeper this is not what this thread is about at all. Remeber my OP?
I lost the early infantry battles that´s why USF could control fuel and get two Stuarts out while I only had one Luchs.
What else should I build than Raketen if facing 2 Stuarts and 1 Luchs early game as OKW?
Command Panther rushing his base in hope of destroying a 1/3 HP Pershing while having 50 Points remaining and not controlling the map? You really want to critisize me for that lol? The game was over at that point anyways. I could have just surrendered.
If two players of the same skill level play against each other it´s balance and RNG deciding who wins. So the argument L2P is invalid. According to you there is never any balance issue in the game, you just need to play better to win. Makes no sense. Balance effects bad players just as much as good players.
hey man, check it out. several issues here. first, volks aren't meant to go toe-to-toe with anything other than conscripts. they're super cheap infantry. the STGs help, but if you're fighting squad-on-squad you're going to lose. against riflemen it won't be by much, but in this game, you shouldn't be intent with ANY 1-on-1 engagement.
i play USF and OKW a lot, and i'm no pro player, but i'll try to simplify this for you. on the surface these factions play similarly, but there are differences, especially between volks and rifles.
at long range, especially in cover, volks will win vs rifles all day. as a result, rifles need to close the distance or get help (flank or a second squad or a mortar). close range at vet 0 rifles will typically win, but RNG plays a huge role. BARs and STGs generally tip the balance unless both squads have them.
REs do more damage to kubels because of their poor accuracy but high rate of fire... the kubel is a lot bigger than a dude, so they actually hit it vs their constant missing vs individual models.
if you have decent micro, a good counter to USF early game is two kubels with sturms repairing... kite rifles with the kubels and you can bleed the crap out of them without suffering any MP drain yourself.
mortar has some issues but you should be spreading out with volks and flanking constantly so it shouldn't impact your game as much as it affects ostheer.
here's the other thing... people complain about stuart or AEC, but
you KNOW it's coming. one raketen is decent, but two together in a little pack will easily force off enemy light vehicles. when the game reaches that natural pause where light vehicles are about to hit the field, get one or two. never hurts to be prepared.
finally, if the other guy is all over you and winning every engagement, consolidate your forces. pick one part of the map to focus on, keep your units together for support, and use cover... force a retreat, and push forward a bit. it's hard to do this well in 1v1 since some guys are so good at constantly harassing, but don't try to be everywhere at once and don't attack piecemeal and you'll be ok.