Jackson is fine as is. If anything increase the penetration of its vet 1 ability because it shouldn't bounce against frontal armor, but decrease the run time of it.
Stuka costs more fuel because it's the most powerful mobile artillery piece. To be honest OKW is hardly "fuel starved" because of their teching and the ability to invest munitions into shrecks and mines for dealing with vehicles, which allows them to save fuel.
Solutions for stuka: Slightly decrease the reload time and decrease the HP to 240. |
Shocks aren't really that hard to counter tbh. If your opponent gets t1 and uses shocks, get a 222 out since your opponent won't have a hard counter unless you hit a mine.
Open maps, lmg grens will work fine. But if you play a cqc map, use the 250 halftrack with the PGs (requires agren doc). They obliterate shocks and it's easy vet for PGs. |
Instead of exchanging 2-3 tanks for 1 KT or something, focus instead on AT guns as your primary form of AT. In 1v1s and especially 2v2s, I'll end up getting 3-5 AT guns that hard counters any vehicle at any stage in the game; this also lets me focus on munition caches instead, which allows me to get more P47 runs, more rifleman AT mines and/or more artillery.
3 AT guns at the front and 2 in the back covering them is your ideal late game composition. Everything else is anti-inf and 1 artillery unit. Use smoke grenades more to close distances and go Captain first/tech back to Lt sometimes.
Sounds good, but one stuka and your whole AT infrastructure is kaput. Not only that but obers/LMG Grens can rip apart At guns. |
I'm assuming you're having issues with king tigers, tigers and the other heavies.
Open maps that don't have shot blocks, use the jackson (Make sure it's at vet 1 if you want to fight heavies). Easy way to get vet 1 for jackson is to swap crews from a previously used m20, aa halftrack or stuart that has vet. Let the tank rush you or send infantry behind the tank to maintain sight or even possibly engine damage it. If it gets engine damage call in the P47 and let your Jacksons snipe it till it's dead. If you're opponent isn't an idiot, he will have infantry supporting it. If he has a volk blob by it, let the m8a1 snipe them as you flank the with your infatry to force them to retreat. Then move in the jacksons.
Maps that have a lot of obstacles and objects, use shermans, drive behind a tank where you two are touching each other, so it can't reverse. Use P47, and win. Basically, you need a P47 if you want to take out Heavies as USF.
Infantry, use airborne to deal with elite infantry. Obers killing riflemen is just easy vet for obers. I prefer Thompsons with paras rather than browning because obers can still beat Browning paras in certain scenarios when range is involved. But if you're using tommy paratroopers, get close to the ober squad, the ober squad is kaput.
Also, use m8a1 howitzers in t4. They squad wipe a lot and they can provide smoke so your tommies paras can move in and not take damage while charging.
Pathfinders, don't use them to fight, but hide them right next to the enemy base and have them camo with hold fire. Never use them to fight unless their is a vet 3 or vet 5 squad with 1 guy left, then you can engage to wipe out the squads.
Also, if you have excess fuel (somehow) and if you want to upgrade your paras, get both a captain and lieutenant. Captain is useless for fighting but let him observe any buildings. Captain provides a .5 armor buff for paras if he is alive. Lieutenant, pretty damn good unit already plus you get .2 accuracy buff for paras.
The Do Nots: Don't use m10s, don't use any offmap arty except p47, don't use zooks (1-2 max), don't use bars till the next patch comes out, don't use m2hb machine gun unless it's in a building, don't use HE shells with shermans unless you're firing from long range, never charge with jacksons (use them like a su85), and use p47s only against heavy tanks.
Or you can just play axis till the next patch comes out.... |