Emplacements
To increase vulnerability of emplacement to their counters, the following changes have been made:
[...]
Incoming repairs reduced by 75% while brace is active
I got a question: Does this also affect "Stand Fast" from the Royal Engineers doctrine? The description of the Royal Engineers commander revamp was a little bit unclear there.
UKF Artillery Commander Concentration barrage
* Can no longer fire through the FOW
FINALLY!
* Now always fires Airburst shells, regardless of Anvil tech
What is the reason behind that tho? I know that Airburst shells got nerfed in their accuracy(thankfully), but I feel with the buff of the 25 pounder base howitzers, this ability might be insane keeping in mind how early you can use it already, and especially if you push with comets at the same time, it will still one-shot weapon crews and blind enemy tank crews
Royal Engineer Regiment
Vehicle Repair
* Recharge time from 120s to 45s
* Cost from 100 to 40
* Effects end when the vehicle is fully healed.
So does that mean, now you spend 40 munitions on an ability that can be used every 45s and that now fully repairs all vehicles? That sounds pretty broken in case I didnt misunderstand anything
I think if I went into Shocks and IS-2s we probably would have won. (That and preserving my T-85s)
Shocks = meh
IS2 = meh
The most safe and powerful option as sov is to just go penal spam(but never get more than 1, max. 2 PTRS upgrades) From there you can continue however you want. Tech to t2 for ZiS guns and then wait for call-in tanks. Or go straight t3 and get T70 and/or SU76. Or go straight to t4 and rush T34s
Obvious counters that render double-stukas near useless? Don´t blob. Don´t spam support weapons.Stukas cant do anything against mobile infantry and tanks. 200 Fuel spend on in-effective arty isn´t going to win you anything.
Recon flares can easily be countered by moving your units once you see it.
I don´t see how double-stukas is some kind of uncounterable strat...And all the other things are just normal OKW builds.
This is some of the most one-sided biased allied fanboy non-sense I have ever seen. First you say double-stuka is super OP and can´t be countered. Then you go on and claim Volks camping next to med HQ is some sort of super OP strat.
Stukas are really only effective against support weapon spam and people that can´t retreat/move their troops in time. I am not sure in which category you fall. Once you hear Stukas you still have plenty of time to move your troops. Not sure what the big problem is. No matter how good you are you can´t just "predict" where troops go. Obviously if you just move all of your troops into the same direction every single time a Stuka shoots at you it is kind of easy to predict but who does that?
Because ISGs don´t have some magical ability that make them next to impossible to scratch for an extended period of time?
All allied indirect fire options rape OKW forward bases. No brace, no nothing. Easy to counter and if lost expensive to replace.
about the JP4 quote: I think someone else said that, my mistake (there are just too many people who act like this on .org balance forums, but I gave up in that regard anyway so...)
Yes even in 2v2 it's very annoying, especially as allies. It is very hard to end the match quickly because each side has a VP and the fuel point very close to the base. Axis just need to sit and wait until they have heavies out. And JP4, OKW Panther, Elefant or JT are ridiculous on this map because flanking is a joke here.
The middle flanking path left and right is so easy to defend, means you must flank from north / south VP's direction, and that path is long to drive and ends in a stupid bottleneck. You must pray your opponent is either blind or slow in his brain for that flanking attack to be successful, otherwise you have a very long retreat path and will lose a lot units cos of that.
Or in other words: a lot of times, minsk pocket is just a stale camp-fest for the middle VP, with a little harassment of the opponents' far VP here and there