Color me puzzled. The only way that can happen is to have your units constantly moving in red cover, right in front of Sturmpios which are standing still in green cover. And not using volley fire.
It's like playing deliberately bad, which i picture is quite funny.
No, most of them are suggesting you should stop playing deliberately bad.
What ? You mean this game ISN'T won by how many guys I lose ? ....you should stick with MSpaint; humour isn't your strong suit. |
Send the next squad to cap for his fuel, since after the sturmpios are forced off he will need to keep his volks close or he will lose everything he took with the sturmpios. The USF have a great advantage against the OKW if they can win the first battle.
I like that, thanks. |
NO.
My problem has nothing to do with my unit choices at T1.
Yes, I feel like sturmpios are really powerful, especially against non-vet, non-upgraded T1 American units. Nerf them ? That's one option, but I deliberately didn't say that. I posted this to put it out to the community, in case there were other options I hadn't considered. So far, I got :
- "L2P"
- use volley fire and cover
- it's all in your head, riflemen can take sturmpios
Also, my post had nothing to do with middle or late game, or any shortages that OKW might experience in those phases. I specifically mentioned early game; where Americans might have an advantage, and might be able to cripple Axis resources. This is incidentally what others recommend doing to prevent Axis from fielding more powerful units later- "don't let them tech up", "if you let them get that, then you've already lost".
What I'm getting from your reply is this-
OKW early units are powerful in the early game to take and hold resources, to compensate for middle/ late game shortages.
Shortages which would go to pay for other powerful units later. So that OKW pretty much stays powerful through all phases of the game ?
I'm sorry if there's something I'm missing here, but it seems as if you're suggesting that OKW need the sturmpios to be this powerful to ensure OKW dominance throughout the entire game. |
I'm ok with RFN being "boring", but from what other "more experienced" players are posting, it seems that these battle-hardened, bad-ass riflemen need to have their rear echelon brothers to back them up against sturmpioneers. You know...the clerks, the cooks, the supply guys...rear echelon troops. |
Single RET will win against sturmpios if you use volley.
Single Rifle will win against sturmpios if you let them come close, if they sit at distance, rifles got almost twice the DPS and 20% more health.
Its not even complicated micro, its not even simple micro.
Its all about not being braindead potato(no pun intended) and knowing when to click STOP button and Volley button.
I'm not making this up. On several occasions, I've had full health rfn squads get eaten up, while stopped in green cover. So basically I need to have RETs with rfn at all times now ? |
I see, So "L2P" is now the default reply for people who have nothing constructive to contribute.
How is any of this considered trolling ? Validate that statement or GTFO.
My micro isn't perfect, but it's not that crappy either. As far as combined arms, that would certianly work, yes. If you had cared to read my post thoroughly before ejaculating your "L2P", you might have read that my concern was with the lack of that option in early game. Here it is again; I apologize that I don't have crayons to be able to write this out for you :
During early game capping, which is where Americans traditionally pull ahead, THERE ARE LITTLE TO NO OPTIONS FOR COMBINED ARMS. It is early enough that I have no MGs, no BARs, no grenades, nothing but rfns. |
Yeah, I tried that...it seems like it took forever for volley fire to suppress them, and my rfns were in green cover at the time. Besides which, you're telling me that unless I have that combo in any engagement against SPs (volley, green cover and rfn), that I'm basically up shit's creek ? Kind of defeats the idea of being able to send rfn squads all over to cap... |
So overall, I think WF is pretty good, and I'm really enjoying the new game mechanics. I always liked playing Americans, and now that they're back, I'm pretty happy. Sure, the Axis seem stronger, but it's always been like that. The Americans have lots of flexibility and lots of options. Right now though, I feel like Jerry Seinfeld, saying, "so what's the deal with these sturmpios ?" Its a unit that's available pretty much right away, and I'm running into lots of them, from early game all the way to the bitter end. They kill any infantry they come across, regardless of cover. The only hope I have is to upgrade inf weapons, but that comes later in the game. Meanwhile, capping around the map is next to impossible, which is one of the only ways for the Americans to maintain an advantage. As soon as sturmpios show up, I either retreat or die. Like I said, I know Germans have lots of these elite troops (FJ, PF, sturmpios, OS...). I feel like sturmpios come too early and do way too much damage. Sure, they're expensive to reinforce. Still...I lost 2 rfn, and 1 RE squad to 1 sturmpio squad in one game. |
So once again you have only nit picked at what you hate the most. Lets actual analyse the whole situation: First, the American faction is designed around rifle men, hence the weapons rack style upgrade system and Tier unlocks that only gain experience through other units.
+1
US revolves around riflemen. They are, as their description states, the backbone of that army. And even so, how is it that in the first two minutes of a game, one sturmpioneer squad can annihilate two riflemen squads, and one RE squad that had been firing on it from green cover ? Oh yeah...with support from a kubelwagon. Quit whining; if anything, those sturmpios are goddamn ridiculous.
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Thread: ISU-15211 Jun 2014, 15:07 PM
Personally, I think it's lame that this unit only has one realistic counter. As others have said: no one is going to leave this thing unsupported. Therefore, any attack on the ISU will involve fucking legions of AT guns, MGs, etc...at this point in the thread, everyone knows that a supported ISU is invincible. Heck, even an unsupported one is basically invincible. Yes, you can use an Elefant, but that's literally the only counter, and it still needs to involve combined arms. I resent any unit in the game that only has one counter. Every problem should have more than one solution. This is like those stupid console games that force you to take the path they want you to take through the game. It also allows the Soviet player to now dictate the flow of battle. Oh, an ISU ? Great. I have to basically cater to that now, with little hope of being able to focus on any other objective.
Everything else seems ok with this patch...well, the scout car thing is still pretty irritating. Ok...goddamn obnoxious. But the ISU needs fixing, or give Ost some other REALISTIC hope of dealing with it. And please...you guys with the "oh, you just need to flank around with infantry while snipers engage the AT guns, and you bring up mortars to smoke them, while luring them onto mines, then drop arty...." ...just don't. |