Replays: coming soon! |
We did this for about a 5-6 hour run today without losing a single game, very few games lasted longer than 25min.
Build Order
Player 1 (Hissy)
> Sniper
> Scout car- dirt cheap, easily remade if lost
> Sniper
> *Sometimes a 2nd Scout car at his discretion
> Guards- snipers rack up kills and 1 CP comes very early
> SU85
> 120mm mortar if and when needed
> T34/85 spam
Player 2 (Me)
> 3 scripts
> all 3 HQ upgrades
> T2 for fast ZiS
> Shock spam
> additional ZiS as needed
> ISU152 until resources gone
What it does
- Completely negates early Flame HT
- MGs are consistently stolen very early in game
- Panthers+Stugs= no problem
How it works
Early Game
First sniper from Hissy goes and caps a point, then rides around in car killing MGs and capping points. If he kills a MG I come take it. I can also flank and combat Grens independently because of the molotovs, but if they lock down a critical part of the map then Hissy will come to assist with snipers.
Mid Game
I retreat Engi to build T2 and start researching AT nades. Hissy gets mines down early and spams them throughout the game because Soviets float lots of munis. The combination of 3 scripts with AT nades, mine spam, early Guards, and early ZiS means that T2 vehicles are basically useless. The only decent counter to the sniper car is a 20mm AC, but those were lured over mines in most our games (and a lot of people were revealed them before the upgrade finished, so we were well aware what was about to happen). Even if a SC is killed, they are so ridiculously cheap they can be remade like nothing happened. The Snipers + Shocks handle the infantry and decrew Paks incredibly well. Considering most of the time we will have at least one stolen MG42, it just gets that much easier.
Late Game (if there is one)
The combination of T3/85 spam, SU85, ISU152, 2 ZiS, AT nades, Guards, and "Mark Vehicle" doctrine ability makes any late tanks a joke. The only real threat to our armor is a PG blob loaded with Shreks, but making the armor pushes in tight coordination from the snipers, Shocks, and ISU152s and the blob won't be much of a problem.
*Pripyat
On this map we both go for Guard Motor because the Shocks don't have very many flanking routes and 120mm is very deadly here. Hissy does the usual opening then spams Guards until T34/85, and I get some heavy mortars. Double T34/85 spam with two different people using Mark Vehicle is possibly the best heavy armor killer in the game.
Extra stuff to know
- the Soviet AT mines can also counter infantry
- the SU85 itself is pretty weak, but in combination with Mark Vehicle it is a monster
- I usually merge at least one conscript away to another unit at some point to reduce reinforcing and upkeep
- Hissy can get Katyusha as blob stop gap before ISU if needed
- Mark Vehicle includes a "recon" plane circling the selected vehicle that extends your sight
- Guards will fuck up halftracks badly when targeted by MV ability
- The Scout Car MG is easily capable of finishing off a HT that hits a mine
- Self repair your T34/85 after ramming if possible. Usually they will focus on the tanks that are still functional, which means you will be out of combat.
-Don't feel bad about floating manpower. More floating= more T34/85 + ISU152 later.
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US #1? Never would've guessed. |
Why would the german player not build any panzer grenadiers? His standard grenadiers is clearly no match against conscripts with PPSh-41... grenadier with MG is the way to go'''
Thats a big mystery, its pretty much the only thing he builds in 2v2 (other than Pios+Tanks) |
how the fuck can you complain about game balance when you spam pg's and flamer ht's for the entire freaking game?
LOL
though PGs aren't that bad other than the 100% accuracy Shreks, they get owned by various things like tanks, arty, snipers, Shocks, flamers, etc. |
Played a guy that made like 6-7 shocks today.
Initially I used Gren blob w/ G43 upgrade supported by Ostwind. Later I got out 2 PGrens- they can't fight a mass of them head on, but sending the team in after a isolated Shock is a easy win. After I had the MP to back the Gren blob up with 2 snipers it was smooth sailing from there. |
Anti tank mines from both sides are great against tanks, about as effective as Teller mines. Russian AT mines counter infantry too, with mixed results though never a bad idea if you are floating muni. German S (anti personnel) minefield takes way too long to construct, but its effects are comparable to PE sector artillery if there isn't a minesweeper nearby. However tanks can plow through the S minefield and take almost no damage. |
nice replay, really enjoyed the ending, but i saw one thing i really hate from u.
know your doctrine !!! u can autorepair tanks while they are not in combat, u sent enginners to repair t34 in the middle...sigh...gg and wp tho
also i would go a lot earlier for that 120mm mortar it does huuge damage
forgot about that, DOH!  |
LOL MVGame |
Large diversity of units including
-Snipers
-MGs
-PGrens
-Scripts
-Guards
-Mortars
-T34/85
-Panthers
-Brumbar
A lot of territory exchance, and a nice surprise ending too
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