Sounds like quoting the basics, but I have really come to believe that the key to success as Germany is inteligent half track use.
I used to only play T1-3, but there come a level when extended T1 will not always cut it.
So watching loads of pro replays, their half tracks were integral in maintaining field presence and draining all those conscripts. So long as your Grens and MGs continually use good positioning, and the HT is always kept safe, NEVER risk it. The enemy is forced to try deal with the HT then, which if you prepare propperly, he's walking into your traps then.
i.e. He trys to flank or Oo-rah the HT, if you protect if well the MG and Grens shred the cons, if they fight the cons, well you can reinforce them from HT.
They will reach for their trusty T70 or T34.. but like I said you have pak and fuasts ready.. just kinda like in coh1 really. Play safe, always stay on the ball, dont lose your 1/3 map control.
Its been working for me, my T2 play is improving all the time. |
For ages I have been trying to play German doctrines like Sov ones, by basing my entire strategy around it.
I realise that's not the way to go now. You obviously have to adapt to what the soviet does with your base units, and then save the doctrine in case you need a more situational unit.
The four main ones are, Tiger, Elefant, pak43 and howie.
So by having joins ops, lightening war and jeager (one with Elefant), I can wait to see which unit is going to help me most against what they have fielded. |
Yeah I think the key next step as Sov, is to be prepared for an extra stage to our game plan. But thats often tricky with the semi all or nothing soviet doctines.
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Im a lot better with Soviets than I am with Germans, Im beggining to understand that the key to Ger is identifying exactly what the Soviets are doing, and picking a strat and doctrine which counters it, which imo is a lot harder than simply dictating how the game is played, as when Soviets.
Because most soviet strategys involve strong certain elements, with other elements either neglected, or not available.. thats where Ger can capitalise.. if they can think quickly enough while fighting. It also requires a deep understanding of Soviets, which I dont think is the case the other way around.
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You could try experimenting with Howies, theres plenty of Docs with them on offer and chosing one does not meant you HAVE to build one.. but could be a useful tool if your struggling regulalrly with this?
You can way outrange their indirect fire, and half their army is statics, so you force them to try come at you with their mobile units (tanks), which you can be ready for with AT nades, mines and ZiS/T34.
Or if you dont fancy that another nice strat is to use ISU 152. it works nicely with T3, as long as you only get 1-2 tanks and conserve fuel for the assault gun, it also comes with IL-2 bombing run, which combined totally ruins any campers. So start with fast T3, but play carefully and transition into your own turtle. |
AT nades are an incredible soft counter. Even if you are unable to finish it off, it has to limp awau and repair, so long as you always have cons on hand to damage its engines, its a lot less of a threat.
These days the best way to use the FHT is keeping it back and almost using it like an MG, to counter push when they try flank you. Its harder to deal with then. |
Those effects in game can be accounted for by increased combat effectivness.
i.e. Does more damage because they aim their gun at more critical locations causing more damage.
Increasing the HP can be aruged by saying they are more experienced in manouvering and positioning, which means they always keep their Tiger in more advantageous positions, decreasing the effeectivness of incoming enemy fire.
At the end of the day, it does not matter, its just a game and a different unit. For fluff, its the same tiger as any other, with a special vet crew.
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Even if it was abandoned, the crew that make it an Ace are dead... Without them it should just be a normal tiger. |
While I agree that more doctrines with an IS2 would be good, I don't necessarily think that 2 doctrines being very similar is always a bad thing.
For example relic might want the same set of abilities available with shocks and also in a different doctrine with guards.
This is about providing the choices they want players to have with units and abilities.
Like maybe I decided I want to play heavily with KV8s and ZiS, currently I've got good choice of which abilities I want to include with that strat. |
Looks good, I'll play some games with you if you'd like? |