usf mortar overpowered? wehr mortar also os wipe greencovered nearly full health tommies at 02.30, is wehr mortar op ? it's just RNGesus testing our faith. |
do not forget 125ammo red smoke to fake plane straf to scare the enemy off!! last time i used it, it didn't even bother shooting on those 2 mortars. i will never get scamed with it again. |
they can flank with sturmpios and get a smooth free mortar. |
if it's the same price as fuel one than it cost 250p. On a map like la gleize i don't really see how you can hold bulding with base IS and UC, wait for HMG in the building you are holding and finally retreat to cap forward fuel with IS. it take shit load of time no?
1CP Vanguard vehicle cap make UC more useful but it cost 50 ammo and you will must likely keep it for UC upgrade. maybe it's me bad positioning my mortar pit but it's somewhat hard to cover a vp and mortar pit with the same HMG (on la gleize you build it behind mid house and he can flank it quite easily). pit is necessary since it's the only means to clear building (if no wasp) but it feels like 400 mp "waste" since it will be detroyed by any mortar/ieig built (and maybe cost your RE when they repair). do you have some tips about mortar pit ? i tend to put it behind un blockshot but forward enough to fire more often and cover where i want to push the enemy (in front of their base xD).
Landing officer is sweet but feels like you will be bullied until you get it. i may try your build to see if it's not floating. what rank are you ?
Personally i'm 200>x (grade 16). i go (on la gleize to keep dat map):
(Basic IS) cap house - IS (cap toward fuel then ammo then help 1st IS) - UC (to support IS holding) - IS (cap forward mid vp) - t2 - RE (if not much bleeding) or techaec+aec (want it as soon as you have the fuel for). pretty situational afterward (if not RE at the point you need one for AEC), HMG/Mortar pit/2ndRE/6pound etc.
i like to play agressive (i get bored otherwise). this build permit me to hold a good house and still cap fuel fast. UC reduce mp bleed and lower enemy's squads health. 3rd IS give me good cap power (it make me feels like i'm not inferior to enemy and not pushed over).
i play with Mobile Assault Regiment only (too scared to try other commander lol). since i feel like mortar pit cannot be kept alive it give me some building clear with flamethrower (usualy when pit/wasp destroyed). with same logic landmatress give a more "durable" arty (later in the game). Infiltration Commandos can do some good stuff when spawned behind and kill team weapon (maybe game breaking when you kill pak at 40min). Vehicle Crew Repairs is nice when 2 or more tanks are low. Advanced Cover Bonus i always forget it but 75 ammo is fairly cheap and buff those 3 IS.
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aren't you getting destroyed by infantry ? not much cap capacity (doctrinal on UC cost quite some ammo no ?). is rush mortar pit any good ? |
i don't see anything to deal with early vehicule/tank in your builds |
"I think in that mid-game stage you kind of need to play a little more conservatively till the t70 hits."
- when 222, 444 or luch come rape your ass there is no such thing as conservative play. axis will just push you out of map or bleed you like mad. guard get kitted and are expensively bleeding.
"[...]only go for 2 vps + resources."
-how to even hold 2 vp and not bleed like crazy. ligh vehicule move faster than guard and have the initiative.
"Also, lay down mines. Set up flanks, etc."
-guard build usualy prevent using mines cuz burn alot ammos (wich aren't reliable anyway but can work out of luck). maybe it doens't if guard do not use nade ? set up flank doesn't help much against vehicule, if guard run toward vehicule then vehicule and infantry focus guard and force a retreat and possibly wipe (cuz flanking).
"If you want to play with a sniper, it's usually a good idea to have it playing around a mine so that if a sc gives chase it'll get fucked on your territory and you can finish. Or just have some guards around it at all times."
- no sniper if okw play a commander with spawn squad (and they have a lot of those). playing around mine doesn't hurt but vehicule will most likely passby it without even knowing. guard guarding sniper sound realiable tho, dat one is a good tip.
"Make sure to throw down some demos."
-Again ammo problem, maybe if your not using any ammo doctrine.
"T3476s are pretty strong vs infantry after their buff and they're pretty low cost, so it might be worth getting those or a katy out depending on how they play."
-t3476 is good ai but worse than a guard vs tank. once you get one they have a p4. t3476 and guard usually can't win massive assault (guard being pushed back by infantry and such). katy is cool but somewhat inconsistant if the ennemy do not spam closeby teamweapons or blob. plus katy need protection (depending of map)
" I think AT Partisans pretty much hard counter 222's"
- did it the other day. pop atpartisan near - throw atnade (which is kinda costly if you go penals) - damaged engine 222 roll faster than atpartisan (they aim-walk-aim-walk but do not shoot due to animation being slow). there is chance map wont favor partisan choice. also if vehicule stay on houses free side of map... atpartisan aren't fit to run forward thru infantry either (Pgran style).
I ain't there to bitch, i want truth to stop gettin ass-spanked xD
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thank you very much CookiezNcreem for this nice answere. those details are much appreciated.
1 tend to go penals because conscrits do not scall at all and need 50 fuels to have some uses (am i wrong? they just fell useless when gren get package). do i play them wrong ? i try to close up vs gren since forum said they are stronger then. |
Assault commander. do not make any buidling and buy 2 HT w/panzergren, 2 stugE and a tiger by the time he buy a t70 and a t34/85. u don't even have to hold your fuel all the time. someone did it to me yesterday, unbeatable. |
Remember only AEC got the "LOL smoke" when many axis tank got it(and on bigger tank). AEC is only good vs vehicule.
To wipe squad with t70 and not have it fausted/shreked u gotta wait the enemy squad to retreat to dive. if u dive u will most likely lose it to whatever is passing by (mines os it and soviet mine just manage to engine damage on luch).
i enjoyed Outsider_Sidaroth's joke about m20 is fine.
Maybe their is some balance to make but then its on both side.
Usf forced to go captain to have a reliable antitank (not speaking bout shit captn but about stuart which is not a AT)
Brits forced to go AEC to not be pushed out of map by light vehicule (can still be lost to unexpected x2 222 => huge lose of 75 fuel, more than the price of x2 222 which are good vs inf when vet)
same for soviet, gotta get one light vehicule to have something mobile and reliable to not bleed to death. |