Never mind the anvil arty, all you need is the flare from the Flame Cromwell dropped on the OKW truck, then just drop the arty from Special Weapons commander, bye bye truck.
Only 4 clicks, zero skill, zero risk. One tank call in and one muni ability. Super easy. |
Do you use Ostruppen?
Makes Werh a hell of a lot easier. Easier to cap map, harder to lose squads, less punishing if you do lose a squad, they dont need munis for upgrades, so you are free to get fast flame half track which is a huge boon to Werh. Also easily allows you to get shreks too, should you require them.
Fuel drops to get your 1st/2nd Panthers out sooner, if there is a safe fuel point. Its important to not lose Panthers, if you can do this you can get a Panzerwerfer, which will allow you to wreck his inf in cover and also support weapons, heavily tipping the tide. You just NEED the panthers for stability.
Railway arty for nuking brit emplacements for very little effort indeed. Dont really bother with it otherwise unless you are floating crazy munis or there is a building you really want to flatten. |
A very powerful one is 'Soviet Shock Army'
Con spam with Ppsh, add one Shock squad, flank flank flank like your USA, keep adding pressure. Maybe add a single MG, as long as you use it to add pressure where needed.
Now get a 120mm mortar and bring it quite far forward using your pressurising army to provide safety for it. Try to destroy any forward trucks, or Werh weapon teams.
Use high level of map pressence to make the most of mines and demos.
Rush T34 and hopefully put them in a hole before they can bring out decent armour. |
Double shocks with FMR, flank their squads and support weapons, wipe their army
When firing B4, pre turn it to where you expect you may need to fire it, its much quicker to get a shot off if it doesnt need to turn. |
Soviets are not meant to have a super easy time vs heavies, they are strong enough in many other respects.
IS2 and IL2 strafe and also spam 34/85s with Mark target probably being the best, but both these sacrifice any doctrinal indirect fire.
Axis however are supposed to have pretty strong AT capabilities, so it's not surprising to find extra abilities like that in their doctrines.
But where Werh does have strong AT (example Riegel, Ele + stuka bomb), they lack the strong inf counters.
It's asymmetric balance.
Soviets real counterpart to Riegel is demo charge. Werh would fucking die to get hold of demo charge. |
Valiant assault isn't bad, use it in the right place and I've had the planes wipe multiple squads. Then a squad for mere minis is pretty tasty late game when people are losing a lot of squads. |
Be careful not to over buff cons, next min we will have spammed Ppsh with 1 shock thrown in and support from 120mm mortar, followed up by tanks, this is already powerful, cons need a buff, but it wouldnt take too much for them to become really fucking powerful.
If people want to see a reduction in use of penal spam, I think simply increasing their reinforce time would be a really nice option. It would take them longer to get back out on the field, which goes nicely with their delayed deployment time (due to tecking). But they still remain a strong unit, could still be spammed, but wont dominate the map for quite as long.
People could negate the increased reinforce time by using merge, which is good because now you would need some cons, and it also takes a little time and micro to do.
Nice to see a speed buff on the Tiger, this will really help it stay alive and make it a more attractive option. |
Lend lease has no off map arty, so maybe get a fast Howie, place it by base where you can protect it with Flak HQ and a bunker if you really have to, then smash his Dshkas to bits, then proceed to bombard his reinforcing inf every time they retreat.
Later you could even build a pak43 if you need to hold off Shermans, provided you can protect it from satchels of course. |
When facing a strong unit like a KT, don't always necessarily think about trying to counter it directly, as this can just be playing into the enemy's hands.
As with any war or strategy game, the best thing you can do is hit the enemy where they are weak and where it will cause them trouble. After all Hitler didn't wonder how to counter the OP Maginot Line, he just went around it through Belgium.
So for a KT, it may be better to concentrate on either wiping his supporting inf (maybe katushkas), while holding the KT at bay, or even better destroying his HQ trucks.
Easiest and risk free way to rape OKW trucks is combined howitzer and IL-2 bombing run, this stop him repairing and gets it killed fast, if you keep nailing trucks like that it really helps weaken them, not to mention you can be destorying those trucks way before KT arrives, forcing him to waste more fuel replacing them.
The weaker you make the rest of his forces, the less effective the KT will become and easier to out manouver it. |
If its a real problem for you, a hard counter would be the mortar half track, use the incendiary shell when you know its just moved or started a barrage, then make sure to move the MHT before a deadly 120mm lands on it.
You could consider popping some Storm troopers out of a building and using bundled nade, if there is a convenient building and you like to use Tiger Ace doc.
Or ideally you could use any of the above to counter the MGs, and rush in with inf. Obviously simply de-crewing it will only cost him time and manpower, so its best to follow up with some kind of attack.
If you are really suffering to soviet team weapons, you could consider the Luftwaffe doctrine for the incendiary off map drop. |