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Sorry for 2 post didn't want to time out.
The Axis Strat I had in mind focuses on pure aggression and CQC and requires OKW/OST.
The okw player goes Feuersturm usual OKW opening 4 VG 2 upgraded with STG and 2 with MP40(mix can be whatever I was thinking this provides good coverage) into battlegroupe for base healing. The OST player goes for Assault Grens and MG obviously with T1 skip. The snares provided by VG along with cover denial while AssG spam sprint and force retreats as early and often as possible. MG covers important cutoffs or in well placed buildings. Since AssG don't upgrade until BP2 the saved muni could be spent on a FlameHT if opponents counter with team weapons or used for observation post to help with pushes and LEIG barrages. Opel used to keep assault troops in the fight while both players build AT to protect against AEC/Stuart/T70. The OKW player skips LV to rush out the Hetzer as fast as possible which can create some real problems due to its durability and timing. The OST player fits in PG when ever possible and goes T3 to get out P4J which can create match up issues for the Allies unless they picked a doctrine with upgunned tanks. IF really far ahead could skip T3 building and go T4 but I think it is a bad idea despite how fun it is to use Tiger ACE. The OKW rocket barrage protects against howitzers and emplacements.
Probably a bit harder to pull off effectively but can create huge match up problems if opponent is unprepared.
Also a similar Strat to the allies could be used with Osttrupen and assgrens with drop providing AT so that Assgren player can do tech skip and spam ASSG and PG for extreme inf wipe potential.
You guys have any 2v2 or 3v3 strats you think would work. |
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Was thinking of different possible 2v2 Strats after watching a few 2v2 cast. Obviously these strats would require high coordination but seem to be fairly complimentary.
The first one is probably the easiest since most people already do something similar. It requires 2 Soviet players 1 going for Soviet reserve while the other goes for Airborne but uses Penals instead of conscipts.
Soviet reserve players plays typical conscript style while laying down sandbags wherever possible. The Airborne player will be able to save muni since Penals players tend to store them during early game which allows them to upgrade Soviet Army fairly quickly. This allows the early game Strength of Penals to keep snowballing into extremely efficient SVT conscripts. Around the same time the commissar will be hitting the field which allow control of most engagements due to fear propaganda and commi buffs. Due to the increased performance saving MP should come rather easy allowing for Supply Drop to be spammed to give the Penal player needed AT while sandbags help with positioning and conscript provide snares. The goal would be to T34 rush but that depends on game circumstances. Rapid conscription and Propaganda along with mines would be spammed by Soviet Reserve player due to muni float.
Howi/PPSh would be situational, I suspect most players would counter with support weapons so Howi could be used instead of katy to save on micro. PPSH would be more for city maps but SVT would be the preferred upgrade regardless. The Airborne player would get AGuards most likely with LMG to keep with the theme of efficient trades but SMG guards could be used for cloaked sight.
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I don't really play 4v4 anymore but the Elefant being able to hulldown is dumb. Really high armor, high health + health reduction on top of range bonus is asking for rage quits. Just make the ability not apply to elefant and solves a lot. Panther being able to do it makes the ability worth while despite it being a pain to deal with. |
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Que queeeeeeeee?
I would have been pissed as shit if I saw that. The only thing I can think of was the game already predetermined the shot as fired it was just going through the animation. |
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The Cavalry rifles at 0cp shouldn't even be considered a buff. It literally makes them part of the build just like every other assault unit that starts on cooldown.
What about just giving the 76mm HE/AT shells like the regular Sherman but the AT has better stats. That way you play it the same way as a regular Sherman but better similar to the T3476 vs 85. |
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I lost a couple in row so I decided to go back to my more aggressive strats. At Cp2/3 I accidently picked Terror tactics so went with the T2 back tech. I didn't want to pick it in case he rushed tiger.
Skipped clown car since I had a feeling he would go for fussies, opening fights went his way at first but once I got 3rd penal I got good decaps and decent cover positioning so we were trading fairly good
I wanted to go for 120mm mortar in case he blobbed but picked terror so I quickly made Airborne and got LMG to counter fussies.
I lost a Penal squad but he lost VG with STG so decent trade, we both get LV, I do a decent job avoiding his and not letting him do to much damage.
Got AT gun out which made his Flak more passive, worked for me, replaced lost Penal with Airborne LMG so infantry fights are better suited my way but he does start to make Obers to counter.
I get KV8 out and bully his infantry, sometimes tag teaming T70 with KV8 to get quick model kills. He eventually gets out panther but I have 2 at guns so I keep him at bay. Him going panther worked out well since I really start to rack up kills.
I get Su85 which keeps his panther from diving and he gets a Tiger we keep prodding each other until I make a Katy.
On first katy strike he rushes me with Tiger/P5 and smoke run I see it coming but dont react fast enough. He beats up Su85 and 1 of At gun which I quickly recrew, his panther tries to run away so I box it in with KV8 and kill it. His tiger makes it though.
I have lost all vehicles except T70 so I feel like I still have a chance even though he has Tiger. I didn't lose any squads but I am pretty sure I got some wipes in the Chaos and killed his Flak so I can get back to bullying his Inf when tiger ain't there.
Tiger is a beast though, get lots of kills and wipes a Penal squad but I do get out Su85 fairly quick so it stops him from overrunning me.
I try to minimize bleed as much as possible to get KV8 back out, once I do back to bullying while recaping with T70. I have been getting decent amount of wipes on Obers(3 or more) so I pretty much have stronger inf force. He gets arty to wipe my AT but he never destroys it.
I eventually get 2nd KV8 and after some switching between tanks to keep pressure up. I base rush him while he retreats Obers and get several wipes while attacking and killing Tiger with SU85 as it tried to protect base.
GG
Thanks for reading and hopefully you like the game.
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in my opinion, when selecting this doc, your retreat button should be deactivated
Would actually be fun to play like that, I feel it would be more appropriate when calling in commissar. If the Commissar unit dies the retreat button is reactivated until it get called back in. However the commissar buffs would either need a faster cool down or AOE so more units benefit to offset the retreat nerf. |
I remember initially the Shock Troops were called up with Mosin rifles and the PPSh-41 had to be bought for 60 ammunition, without any other alternative upgrades. This is actually not a bad idea. If the Shock Troops had some kind of alternative upgrade.
The issue is they come with armor, anything other than SMG would make them OP.
I feel they just need some utility, like the ability to decap faster to get back in the fight faster or to force enemy to come to them. Or maybe a muni ability where they do increased damage to units in buildings. Something to make them more enticing. |
Yeah the abilities have potential, but require clever use. Not just a simple buff and win.
Buff defense to a squad with weapon upgrade, perticularly picked up LMG, and ability to also merge into that squad while ability active, is clearly potentially strong, when enemy would want to focus that unit normally.
You could use fight to the death when they have started focusing one unit, put it on another unit, they either have to ignore the buff to carry on focus origional target, or else switch, and let them off the hook.
Fight to the death is always useful, since it is free and penals should be fighting behind cover due to MP bleed you really dont lose much by spamming it. Also whenever a unit starts to retreat it should be instantly activated to try and get a chase down wipe. The commissar fear propoganda also synergizes well since it debuffs enemies that don't retreat.
Stand you ground is harder to use since the mobility nerf can get you wiped by any explosive like gren nade or PG bundle nade. In green cover against a MG would be a great situation or against long range units like Obers or JLI since closing in signifies a nade is coming. |
Shocks are still good. The fact that smoke nades and damage nades are on the same cooldown is really holding them back right now because a lot of other units are able to do that just fine with the one exception being shocks. We could see it in the last hotfix but it doesn't look like its a priority atm.
They are good, Airborne LMG is better and reg guards are great. They have amazing utility, good enough AI and can work as crutch AT if caught off guard. Every top cast or stream involves regular guards or SVT conscripts.
For shocks I think the issue is they really can’t branch out like other elite squads. If they were given fire superiority instead of posh airborne It would give them more utility. Airborne could then get tactical assault to differentiate them.
Edit: Don't want to derail but Assault Guards should have smoke instead of Airborne SMG, airborne has camo so it can use that while Assault guards get focused down before they can get Vet. |