I kinda prefer to build a normal cache, it's out the way of the enemy, requires no micro, requires no unit hanging round wasting its time, cannot be stolen, gives constant resource for one time purchase and can be bought earlier on.
going luft your also choosing not to have any heavy call ins, no tank smoke etc etc.
Only thing I see it being good for is a support commander spamming stukas. |
have you noticed the panzerfaust bug or is it my bad luck?
Not sure if someone else has already answered you, but they cannot use faust unless you build the T1 building, have you been using them to skip T1? Because if so, thats why.
Probably the best use for this unit is skipping T1, using this to get 1-2 LMG grens and relying on PGs and SCs, which seen as your not using any munis for grens, can be upgraded quite freely.
The loss of fausts, is quite a big negative though. |
Random faction search will probably come long after they have finished releasing OP commanders and the player base is too small to wait for a game on only one commander.
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Ive been wondering about this commander, and I just dont see how its worth it.
Every time you need healing you need to spend munis for drops, I mean I guess it works well with a half track or bunker to reinforce from and gain bonus from medic supplys.. which is more important in team games (having long retreat distances).
But the supply drop ability, I dont understand the merit in spending 200 MP every single time you need a drop.. surley it is more cost effective to build caches, for the same price, that will give you steady income for the rest of the game.
On top of that, you have to have infantry around to pick it up, which is time wasted of a squad and a little micro.. and to boot they can be stolen which ive seen happen several times.
I suppose the main advantage is to get muni drops and spam the off maps. |
The notification that people have ''joined a party'' I think. |
Had a really funny 2v2 where I chased two T34/85s with a vet3 pak, they were repairing, and pak ate them for lunch lol.
Unfortunaltey we lost though. |
Its definatley really powerful, you just have to be able to hold on till 4 CP.
Penals are a big help for the AI, and guards.
Ive been pinned right back into my base before, then had my 2 85s come out and chase and destory whatever armour they had.
Due to their tecking costs, you will always outnumber their initial tanks.. mark target and self repair just make it easier. |
Shock rifle works well by getting ZiS (bonus having cloak), and getting a KV8 to defend the ZiS.
Later you can get an IS2.
But yeah Im really enjoying just T1 with guards motor (2 cons, 2 penal, 2 guards), stall for T34/85s which are very strong now. I often get pushed off the map, but end up winning when the 85's arrive.
These strats do not work 100% of the time though, so its worth having other back ups in mind if your in trouble, like going T3. |
Yup, what Areohank said, also: use same method for garrisoned transports, I.e. select vehicle, click on squad, then simply right click where you want the squad to walk to after exiting. |
What about the late vcoh meta of countering M8s with extended T1 and mass faust.
Prioritise muni points, and probably build a muni cache, get at least 5 grens, plus maybe some other support units.
Place as many mines as you can afford, but save enough muni so if they hit a mine you can rush with fausts to finish it.
This is obviously muni heavy, but has the advantage of great map control (large army). Initial costs of tecking go into cache instead. Hopefully you can teck (often straight to T3), after taking down their initial vehicles. |