Rollo I think you're mistaken about your timing in a coin flip game territory wise a med truck to luchs combo will arrive about the time a t70 will hit, granted they've not put fuel elsewhere ie script upgrades.
I always like to approach these situations like a puzzle how do i crack this position and what do I need to execute that plan? So step 1 is always reconaisence, don't let your whole force get pinned all at once, especially before you know what you're dealing with. There's always a hole somewhere, the goal isn't to take them out rather to make them ineffective, find that hole and make it bigger, force them to reposition. It just struck me as well the sturmoffiziers force retreat could be powerful in that situation too if that doctrine interests you. Another point is made by Charlie don't surf in a thread regarding countering the luchs flakht et. All (worth a look to see the other perspective) in that their army is going to have deficiencies elsewhere and its up to you to find and punish them for instance less scripts no scout cars concentration of forces poor mobility etc.
Just to elaborate on Charlie don't surfs points: I'm going address the flakht/luchs. the okw player are getting these often because his infantry is struggling. The counter is in tactics/strategy don't let his emphasis shift dictate how you play. Spread the line as thinly as gou can, don't try and force them off the field unless you have the means to to do so equitably and successfully ie. Maxim × ZiS t70 for spice, otherwise keep your troops alive and away from them and keep pouring it on his infantry, force him to make a mistake, don't fall for his bait essentially what those units are.
Luchs/Falls, leig if you're really desperate. God, even an ober will snipe the gunner allowing you to close. Or if you insist on that building the stuka is the ultimate piss on their parade device, especially in a team game.
Yeah, it was my goal to crack the top 1k's. I think I was 634th before going on a brutal cold streak, ending up where I am now. I've not played since this match; simply too down trodden.
I think the best I've been ranked is 414th, but that was in the early days and everyone was still getting a handle on the factions.
It's frustrating, I feel like this is my current ceiling 1k-500th, and I really wanna crack it.
Is the para nade working as it should? The flavour text seems to allude to a faster fuse time: (man would explosion on impact be awesome), but as far as I can tell, a count down appears, the game thinks about if it wants to actually throw it, and then the grenade if thrown seems absolutely normal. Am I missing something or are the para's nades working as intended?
As far as I could tell I was pinned by a mortar the entire game, routed by sturmgrenadiers and then slowly crushed under German tracks. I think this is my 5th loss in a row, trying to find a general build. Upon reflection, I don't feel I had any real options. I held my fuel point for less than 5 minutes. I was ground into paste.
I opened 5 rifles + grenades into a Cpt. which I found to be ineffective. I usually open 3 Rifles into a Lt. or 4 + BARs into either a Cpt. or Lt., situation dependent. It doesn't seem to matter what my overall strategy is, tactically, it feels like a coin flip from that point forward whether I win or lose, whether I catch a squad wiping mortar round or rifle nade or likewise for my opponent. I really can't find any continuity.
my advice? skip it. if you're itching for a suppression platform in a pinch, why not give the fighting position a go? 60muni and what, 190mp? for heavy cover a decent mg and rifle nades to flush squads from cover and something to draw fire away from your squads. seems better to me.
4/5 Volks into Med truck. (if you're floating mp and really getting pushed around vs, shocks for instance plop a leig down)
Flak HQ - luchs + an ober squad + panther.