Your only chance is the M36 Jackson really, and you need multiple of them. Use their range and always try to get rear shots as that'll give you the best chance of penetration. In long team games where the sides are even and German heavy armor is imminent, hordes of Jacksons is my go-to plan and usually I can score 30k - 40k vehicle damage from them alone.
Engaging the KT from the front, you only have 47% chance of penetration (and that is from close range). From rear though, you have an 88% chance of penetration. Using the armor piercing ability gives you a better chance, but I'm not sure exactly how much extra.
The Jackson has 60 range (same as the SU-85) compared to King Tiger's 40. You can also reasonably kite it since the KT is very slow - the Jackson has almost double the speed of KT. Both tanks do 240 damage. Jacksons need 6 penetrating shots to take down a KT whereas the King Tiger can take down a Jackson in 2 shots. I wouldn't rush a King Tiger since that's almost always a losing proposition unless it only has a sliver of health left or something. It's better to play it safe and build up veterancies on your own TDs.
I've found this to work very well with the Airborne commander since you can augment your assault with the P-47 Thunderbolt Rocket Strike and use Pathfinders (in hold fire) to spot for you so you can engage the KT at max range. Also remember that your Major has the recon plane ability if you need to scout for it. Sometimes it's worth trading 1-2 of your own tanks for the KT since in a lot of cases, this is OKW's end, end game. |
Lucky! How many hours (before the previous drop) did you play before you got the double commanders?
The timer between drops is probably 2 hours plus.
I've probably played roughly about 10 - 15 hours since launch, a mixture of compstomping to try out the new armies and online. The first drop was double commanders (1 US + 1 Sov), probably within 24 hours of WFA launch. Then between then and last night's double commander, I got a single Soviet commander drop. Hard to say the exact number of hours in between the drops, but I seem to be going at a rate of 1 commander drop every 2-3 hours of play time.
YMMV. |
Not sure how much length of game really affects the drop rate. Last night I played 3 games all as US:
1) 30-minute 2v2 game - 2 war spoils: the US Mechanized Company commander (yay!) and Soviet Conscript Support Tactics (already own)
2) 50+ minute 2v2 game - no drops
3) 1h 3v3 game - no drops
Might be because I just got the drop in that first game that it has a lower chance of dropping in consecutive ones. So far, my commander drop count from war spoils is 5: 2 new US ones and 3 Soviet ones I already have. |
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lol, so vet 5 puppchens do 640 damage??
Man, I thought we can finally have some good games with the removal of monster trucks crushing everything. Now we have to deal with this??  |
Yeah I've been doing this combo whenever I get my major. Also remember that major gets the awesome plane recon + artillery call combo so you don't need doctrinal abilities to do that.
Question: what are people's take on ambulance? Do you get medic out and leave them at your base to heal automatically (put rear echelon to man the ambulance)? Or is it better to leave them man the ambulance and use the heal ability manually?
Seems like if you get your ambulance early, then maybe it's best to leave medic at your base so you can heal manually and get some forward reinforcement you can soft-retreat to. Then when major comes out, move medic close to major. |
But the OKW blitz only lasts about 5 seconds whereas Ostheer blitz lasts a long time.
I get that Blitz and Overdrive was becoming useless with only acceleration bonuses, but +50% max-speed seems a bit much. |
This x a million. I'm not hard up for a couple buck though, I wouldn't mind paying for some of those new commanders.
Agreed, nice to have the option. I really want to try that Easy Eight Sherman commander.. need MOAR GRIND! |
So doing nothing and then surrendering to AI after 5m of playing would count towards drawing one? |
Airborne has been my go-to commander as of late. The paratroopers are very good vs infantry when upgraded, though still figuring out which of the two upgrades is better. Paradropped MG is nice especially in combination with ambulance so you can quickly reinforce on the field. Not sure about the AT gun though.. I guess it's nice if you skip T3 and need quick AT but the cost is a bit high since it doesn't come with a crew. Pathfinders give you very nice line of sights and their beacons let you reinforce your paratroopers on the field.
For late game, the P47 Thunderbolt is very useful to help out you out in the AT department. No more tanks escaping with sliver of health left.
I tried out Armor but wasn't too impressed with the Wolverine or the Sherman buldozer. Maybe I don't know how to use them, but it seems like your stock Sherman and Jackson can do the job a little better. It's nice that you can skip T4 but you'll need the Jackson to combat late-game heavy armor. The Pershing needed to be in this commander, instead. |