Some friendly banter through out game.
Two engineer build with Airborne commander, lost clown car early but was able to inflict bleed and some decap. Called in Mg but lost it in a building due to trying to focus down unit that was retreating. However at pretty much same time I was able to focus down enemy PG which I think helped me more.
Opp has more map but I called in T70 to try and change that. Didn't really get many kills but lots of retreats so it paid off. Was able to get my Med before he did so game is going pretty good. After some poking and prodding I got his P4 but lost one of my tanks. His AT guns are giving me hard time so I call in Katy which promptly misses but I keep barraging him and start to inflict bleed.
He calls in Tiger which I snare with PTRS Penal and try and rush with T34 but bounce galore saves him. I try to finish off with Penal but forced to retreat. Quick rush from injured T34 gets kill. Eventually he calls in another Tiger which required Ram, 2 more T34 and At strafe to take down.
However most of his army is AT focused so he hasn't caused to many casualties so I have enough to call in 3 more T34 at once. I whittle him down and he does one last push with tiger but my mine stops him and I swarm to victory. |
Started game with Engi/t1/penal/clown car. Wanted to have early capping power and try some decapping. Lost my clown car early, pretty much got nothing out of it. And the guy pretty much started to talk shit. I didn't respond, was pretty much just messing around but I didn't feel like he was playing particularly good.
I pretty much held on to as much as I had and tried to push him back slowly. He seemed to constantly just rush in with his infantry so I decided to make an aggressive bunker since I feel most OST players I face rarely make mortar. (It paid off, by the end of the game I think I got 3 wipes with it due to him moving around it, me meeting him in battle and bunker killing his team off.)
I made T70 to push game more in my favor, had him on the backfoot but damn teller mine got me. So back to defensive play, throwing down more bunkers and made a dshka to force him to retreat if he went around my bunker again. He has momentum right now but I still felt like I could beat him. He attacked my bunker with a P4 which let me know his tank was out so I started on PTRS penal. Hid behind a building and got my snare off, at this point T34 rushed him and barely got the kill. One of my Penals picked up a dropped LMG and game really went my way. IT straight melted one of his PG which took him by surprise. At that point game was heavily in my favor and he dropped.
Thoughts:
Bunker does a ton of damage, it really helped turn the game around for me.
Penal with LMG and vet is a beast.
Fuck teller mines.
|
For OST, isn't Faust unlocked for building T1. Weird requirement since you can"t build unit without it.
OKW was reworked and price of some building were split up so what your asking for is a discount. |
Tried same opening with extra engineer since it seemed to work decently.
Got some quick capping with engineer and saw he tried to rush my gas with his kubel but my engineer gave him pause which gave me a chance to chase with clown car. About 10 secs later I saw a 221 which threw me off, never saw someone rush that unit however I was able to push him back without losing to much. I pretty much controlled both gas due to his lack of units for a bit. I built some mines and bunkers on right side of map to slow down his recapping.
At this point, game boils down to me catching his tanks(P4 then JP4 then P4) out of position and rushing them with AT overwatch. GG
Some thoughts so far on Commander:
I dont know when or where to use AT gun, seems weak and useless. Rather use PTRS and save MP.
2 engineer opening is weak but does allow quick capping so it feels my go to for this commander.
MG with penal is strong, helps since there is no elite infantry.
Sometimes I feel I need a 4th Penal to push a little better. Mortar with sight does help with this a bit since it softens them up before the fighting really starts. Once it hits VET2, it softens them up a lot. A LOT. |
I had a feeling he would go for Fussies so I wanted MG to put fights in my favor. In my last match, I felt after my 3rd Penal I was floating MP before I could call in mg so I decided to try a slightly different build.
I opened with xtra engineer then Penal, clown car, penal x2. I feel it helps with early capping for T1 opening along with mine laying/bunker building/tank repairs.
During opening battle between his Strum+Volks vs my Penal, I lured him to my engineer and Car which forced a retreat which I chased down to get the wipe. Felt that was huge because now my Penal have advantage vs his Fussies and I don't have to worry about mines. I pretty much start to bully him until I make MG so now 1 gas is locked down and I put down mines on that side to bleed when possible. Decided to give T70 a go even though I suck with it, worked out pretty well. I was expecting a tank but I got mine out before he got his. I pretty much turtled up with MG suppressing while Penal chase away and 120 mortar get in hits causing some early retreats on his part. Eventually I get his P4 out of position and I do the usual rush plus AT overwatch to close him out.
|
Started trying to use defense tactics for another MG option with T1 build. Went with standard penal/clown car/Penal x2. Early engagements went my way along with enemy making early Rak which gave me AI advantage. Usual decap and bleed. He decided to build a Flak track which I was able to destroy with PTRS clown/at satchel. At this point I knew I was ahead gas wise so I rushed Katy, which I barraged his Schwerzer with but couldn't destroy it before it finished being built. At this point, I keep trying to barrage his schwerzer to try and destroy it before it builds a tank. Even built a mortar and rushed my T34 in which I finally destroyed it but he got his P4 out. Now he has built up a sizeable point lead but I felt pretty comfortable that if I got his tank I could turn it around.
I slowly attacked him, poked here and there until I finally got his tank out of position for a tank rush and AT overwatch. Got the kill, but I am under 100 point so he build more infantry and Raks, which I use my katy to slowly bleed him until he finally gives up. |
Does hit the Deck help the Dshka or just maxim? |
AG are badly designed unit (they where supposed to be airdropped but proved impossible to fix animation) but that is not reason to badly designed other units.
IC comandos start with 3 entities because the start with SMG. The reason they where not given enflied is that the get "super brens" and would be OP at long range with them.
None of these solution are what I choose but there a logic behind them so "I invite you to think logically about this situation."
Could they just change the code so Infiltration gets regular stats instead of the super brens? And make them choose long range or short range just like airborne? |
Updated the list.
Are you okay with the fact that Airborne Guards Troops arrive on the battlefield as a 6-person squad whereas Infiltration Commandos arrive as a 3-person squad? Moreover, the Airborne Guards Troops unit can either be upgraded for short range or long range while the Infiltration Commandos unit arrive with just submachine guns. I invite you to think logically about this situation.
Commando's coming as 3 person squad is dumb to me but they aren't a good comparison to Airborne Guards. Airborne Guards are meant to be upgraded so that when they spawn they don't destroy team weapons as stated by Vipper. Their grenade is also on cooldown for the same reason. Like you said the infiltration commandos come with the submachine guns so if you get a good spawn you can quickly get wipes.
EDIT: Also since Airborne Guards are a 6 man team, even after a fight they might still be able to crew a weapon.
Personally I think the commandos should come as a full squad and have to be upgraded with SMG just like the other units.
|
Usual commissar build for me. T1/Penal/Car/Penal x3.
He went for early cut off I stopped him and then quickly decapped his cutoff and gas with engi/car. He got snare off but if felt it was good trade since his committed to getting my car while I capped map. Most engagements went my was due to catching him out of cover. Once I got CP2 called in commissar for healing and noticed I was trading pretty good so I made 5th penal and went for M5 for quick transport and mobile reinforce. Got his cutoff twice/gas twice and managed to get scorched earth x2 on his gas. Rushed a Katy which didnt really pay off to much but did force a lot of retreating from him. He made P4 and I made T3476 we poked and prodded each other with nothing really happening. He eventually made a Brumbar which I felt was out of position so I rushed him with x3 T3476, after several bounces and misses I chased him to Brum to his ATx2 and P4. We kept missing each other and I called in AT overwatch. He lost both tanks and I lost 2 T3476, thought it was good trade due to being ahead in MP and Gas. He quit shortly after.
Thoughts:
Scorched earth is a great ability, hard to use offensively but great if able to pull off. Since I went T1 I had no mg, used scorch earth on my cutoff for a nice surprise.
Commissar attack buff is great for chase down wipes.
I feel as if flametank has no place, Katy does the job safely and cost less. Even though I was ahead I didn't feel like it would have provided any benefit to me. |