I thought this was a great game, my opponent disagrees.
Let me know what you think.
Uncastable due to the levels of BM but hey, I'm seeing more than a few threads on here about how do you deal with mortar pits, so here's what I do:
No tech past T2.
Grenblob, lots of harass. Delay their T2 as much as you possibly can by contesting their cutoff.
Always be moving so you know what's going on, catching a mortar emplacement when it's being built can save you a lot of effort.
gg wp. |
from what the OP said it seems he did pretty much exactly what Hans suggested, insofar as getting the proper units (paks, 222s) to destroy the mortar pit.
Also this was not a "simcity", since that infers more than 1 mortar pit at a time, the OP is clearly talking about the strength of a single supported mortar pit used to hinge map control and propel the UKF player into a strong early-late game (fast comet) for which the Ostheer has no real counters after losing in resource income, economy, and having to lose models or squads over a longer period of time due to a unit that does not need any micro (mortar pit). Wow that was a long sentence without a full stop.
Anyway, the only recommendation I can make on personal experience is two-fold: If the map is larger (langreskaya) and the mortar pit is not positioned aggressively enough, you need to fight for the sides of the map and just plain forget about the VP for a while. Plant some mines, but mostly just fight for the side resources to try and get some tanks out.
If the map is small or the mortar pit is aggressively placed, this is where Hans' strategy/tip is useful - if the UKF is going to build a mortar pit fast, there are tell-tale signs. Sign #1: There are a maximum of 3 UKF squads out. Sign #2 the UKF is defending his cutoff whilst not responding to your harasses at the sides (this requires you to have active infantry play). There are more indicators than this, but they're not guaranteed - a good UKF player will know how to cover up their poker face.
Failing the above you have the choice of pre-picked doctrinal choices vs UKF. The single strongest doctrine vs. the UKF is Mechanized Assault - Do NOT tech past T2. Use your MP on double-pak, maybe 1 or 2 pgrens, but mostly rely on 4-5 grens to do the fighting for you. This is a lot of infantry, but it leaves you with fuel reserves. I recommend going double StuG-E and then Tiger. The StuGs will bleed and punish the UKF infantry, their Vet 1 ability can jam the Comet's turret and has a near 100% chance to penetrate (sometimes RNG makes the shot miss, the pen values themselves are too high to deflect) which can buy you precious moments.
The StuG-Es will be your way to push the UKF back and deal consistent damage, but do not get greedy! Cutting off the UKF seems like a worthy goal but there is a maxim I've learned the hard way when playing any Axis faction: Denying the enemy resources is good. Having your own resource income is better. You will never be able to out-drain the UKF out of fuel unless you are winning every engagement, or if you manage to end the game prematurely. This however, is very difficult and it is far safer to be passive and make sure your own units do not get sacrificed for little gain.
Cutting off the resource income vs Soviets does not stop T2, which is strong enough to depend on until call-in tanks.
Cutting off the resource income vs UKF does not stop T2, which is also strong enough to hold on until call-in units.
Cutting off the resource income vs the USF does not stop Captain, because he is so cheap at 60 fuel and the player starts with enough that they can tech very quickly.
Cutting off the resource income vs Wehr does stop T2, because it's expensive both in terms of fuel and manpower, as well as time.
Cutting of the resource income vs OKW forces them to invest a lot of time building first a Mechanized for a Puma/Luchs and then a Battlegroup for healing. Or just the Battlegroup for healing and then waiting for call-in units, but this is a rarer tactic, most OKW players will want a fast luchs going into T4 and P4s.
Note that the cutting off of income has no long-term damage to allied factions, because Wehr has very few call-in options. It is why the StuG-E is so strong, it is perhaps Wehr's only choice against even a mediocre opponent let alone someone who knows their salt (pun intended).
For the OKW it's not as horrific, since Volks shrekblobs can deal with just about anything and require no big time investment for teching, and is nondoctrinal.
Most of my losses as Wehr lately, and there are a LOT of losses, are due to not going StuG-Es. It annoys me, because I love trying new things, but ultimately if you're not using something that is safe and adequate at dealing with a problem and instead you're opting to be creative, the loss is only your own fault. |
StuG E / Tiger vs Pershing
I had a lot of fun this match, unlike most games I play lately this one actually features some squad attrition on both sides, every loss was brutal, and with each lost engagement also meaning that squads were lost in the process, it meant that the balance of power was up for grabs in the aftermath. |