A fun teamgame strat for USF might be the combination of mechanized regiment and the new USF commander (Urban Assault), One player gives his teammate an empty WC51 truck (the .50 probably doesn't even need to be upgraded through the game) and then you place your RE with rifle grenades in the jeep and have the first mobile indirect fire unit which can fire through bushes etc. the mechanized player can follow up with the m21 mortar halftrack and int he lategame after getting whatever light vehicles you needed you can transition into scotts, guarded by m36 jacksons.
This strategy was played by a at that time high ranked 2 usf 1 sov premade team and allwoed them to get a lot of infantry and vehicles on the field whithout using a easy counterable mortar or the pack howitzer.
The maximum range for the riflegrenades has changed but it might still be fun to play, HMGs do outrange you but you can selfspot or spot for other troops with the WC51 and start engaging teamweapons with your Riflemen as soon as the HMG tries to reposition against the riflegrenades, later M21 mortar rounds or the scott projectiles. |
People on this forum think that combined arms, ability that makes your tanks shoot slower for 125 muni, is good ability. Single pass strafe suppressing squad for 3 seconds for 125 muni seems like most broken shit ever in comparison. At least it doesnt make your units perform worse.
Up cost to 150 muni.
Vet 3 m4a3 sherman (with radio net 2), vet 3 m26 pershing and vet3 m36 jackson are the only vehicles were the ability slightly reduces the firerate which maybe should be fixed but up until that point the ability is great to help vetting your shermans, jacksons or especially the pershing faster and maybe even killing faster but definitly allowing pushbacks and fighting way better. The ability probably should be looked at maybe rebalanced and mostly fixed. there has been noone who complained that the price of the ability is too cheap rather the opposite - maybe you should try to take off your "Dwight D. Eisenhower"-tinted glasses and see faults in the game not only on one side? |
It is great against single HMGs in green coverwhich are near the borders of the map, it can easily wipe them if it attacks slightly from behind the green cover position but that is about all the usefullness of the strafe but with the reconaissance run from that doctrine (the only one which is still at 80 munitions compared to 60 for sov, ost) and the now useful m5 ht (which comes later then the ukf callin variant 3 vs 2 cp) you rarely float munitions anyway so it is possible to ignore the strafe unless you can easily get some free HMGs.
I think 80 munitions could be too cheap but a rework with less damage and more supression (similar to the ost variant) for a lower price could fit nicely.

Even if the green cover is working teamweapons or infantry get reduced to ~ 75% of their hp.
Infantry in yellow cover gets annihilated as well, but infantry can retreat fast and HMGs usually are either in green cover to gain less incoming damage/supression or no cover to avoid grenade/indirect wipes due to the better spread. |
It is economical damage, the more valuable the target you are hitting is the more "damage" you do but you don't need to kill and higher vetted units count as more damage it also doesn't count all abilities and i think mines were counted as lost squads aswell (even smines) usually tank destroyers have the best "damage" dealt, thus the highes efficiency ratings in teh game stats but that doesn't always mean that they were better then medium tanks or infantry.
Another problem about the postgame stats is the vehicle count/efficiency for usf vehicles as every disembark and recrew counts as a new vehicle. Beside that the game only counts squads not model losses or replacements and infantry efficiency rates are always way higher then the real efficiency. |
Who needs mobile defence when you have festung armour? Ignore hull down, elephant for if allies TD spam, recon run, panic smoke, and command panzer so your grens/ support weapons don’t get shredded by indirect fire & your grens can compete with 5 man non Bren tommies! Wow! Only cost me 350mp and 125 fuel....
There are some doctrines with the Command P4 and Panzer tactician combination: you could get Air Support with Blitzkrieg or a Pak43 with Festung Armor they all have their different uses but the most useful and interesting one for 1v1s or against allied light vehicles has been mobile defense which currently offers hardly anything above the others: the capping ability is situational, the Osttruppen usually come too late and often just bleed (only useful against snipers not against regular vetted or upgraded infantry) and the Puma cannot save OST against T70s, Greyhounds or whichever light vehicle it might be facing.
In Teamgames there is often an OKW player who could bring a puma if needed there is no need for a doctrine and the Elefant is always nice to have. |
It has come to my attention over the last half a year of playing this game that the ISU-152 is overlooked and overly expensive for its performance in comparison to other soviet heavies. I might just be retarded and something like this has been tried before, and I have heard of it being overpowered before its ammo selection was split into AP and HE.
What I'd like to suggest is to build on top of that division, the HE performance against infantry is perfectly adequate, and while the ISU-152 (probably, idk lol) has a claim on being the most powerful infantry-wiping tank in the game, its bad mobility and casemate makes it an inefficient infantry destroyer (except on lane maps, maybe.)
The AP performance is what needs some looking at, and I think it should deal 300 (maybe even 320) damage like the Elefant and Jagdtiger, it makes absolutely zero sense that a 152mmm shell does less damage than a shell of nearly half its diameter (and definetely less than half its size in terms of shrapnel and explosive). This could also help it in deterring other vehicles from rushing it, as it stands it is more expensive AT than 2 SU-85's, with only the firepower of 1.5 (in terms of damage output, but it's less than that considering two SU-85s can fire off 4 shells with 2 more nearly loaded by the time the ISU can fire its second shell.)
TL;DR: Buff AP damage because it can't even deter a Pz 4 atm.
It is a pretty strong Tank in 2 great teamgame doctrines with mechanizd support often being the favourite because Guards, Mark Target and camouflaged AT-Guns covering the "weaker points" (its usually stronger in AI performance then AT).
The P4 problem is never one if you can support your ISU-152 someway decent (with mark target the ISU needs 2! shots and engage at way longer distances then the P4 can which also gets penned pretty much every single time while being nearly unable to penetrate at the front [not exactly sure about rear but I think it didn't always pen just often]) also never forget the combination of the guards vehicle pin or the IL-2 bombs whith the ISU-152 if you are fighting heavier targets (Ele, JT and whateve you want to spend your munitions on) |
I think the ability (or better both) could use a rework or replacement, but 0 CP Ostrruppen would make some commanders to strong. |
Osttrupens using only for team weapons and point capping. Just build 2-3 mg-42, 1-2 mortars, 1-2 paks, 1 halftrack(optional, but very usefull). Then start exploit this ability. All startegy builds around powerfull german team weapons. It's just MP saving strategy.
Osttruppen have higher received accuracyand less sight range then pioneers - which i prefer for teamweapons (especially HMGs). That build doesn't sound like it could work on my elo - you lack any faust platforms and the 251 without flamers can't support the build that good in offensive operations. Regular Osttruppen from CP 0 ave their uses if you just need a meatshield or want a capping squad more for your sniper openings or to rush 251s with flamer faster on urban maps. |
looks like you use it wrong. No need to lose 10 germans man. Just lose 5.
1. Lose 5 brave german soldiers
2. Get 1-st osttrupen squad
3. Lose 5 osttrupens and get 2-nd osttrupen squad
4. Reinforce osttrupens
5. Turn on ability again and lost 10 osttrupen (try not to lose full squad)
6. Get 2 new squads of osttrupens
7. Reinforce osttrupens
8. Trade every 90 ammo on 2 fresh osttrupens squads. If you have popcap, just kill most wounded osttrupens.
...
PROFIT!!!
From time when you get 2-nd squad and reinforce 1-st, you could lose all osttrupens and get new. In teamgames if you have good ammo income you could have endless waves of osttrupens and even if you lose them all, you don't lost potential to getting new osttrupens squads.
The problem usually isn't to get new squads, they are pretty cheap as they only cost munitions and the mp can be used to reinforced other squads. The problem lies in the fact that they are rather weak squads that have some slight at capability if you tech at nades for cons or unlocked the faust for osttruppen, but against other infantry squads (at that timing elite infantry squads might already have decent veterancy) they usually just bleed or get wiped. |
My point was is that Ostwind is anti-everything. I never claimed it's best anti-tank unit there is. I pointed out it's ridiculous for it's timing and cost and outright game ending if you and your teammates dont prepare Ostwind rush right now. And thats a tier 3 same fuel cost as single T-34.
Have you ever seen what an t70 can do to axis players that do not prepare for it with any at units or get outplayed? same goes for m20s, UCs, M3A1s or WC51s there are plenty of gamechanging units that can be really effective with the right timings (there are often similar issue with people complaining about tiger rushes in 4v4s). Maybe you should upload a replay where the unit is gamechanging, you might always lose with bad teammates after unlucky matchmaking or if the matchmaker has to guess the elo+ for new teams/players - but if you play on a similar level (with similar mapcontrol, good decision making roughly same apm or awareness for ambushes, grenades and mines) then a proper replay might help others to recognize the ostwind's problems or help you improving your own gameplay. |