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Can't just tell someone to not play a mode they want to play with a faction they want to use.
-
On another note, all I can suggest (as a mediocre player) is to try out motorcycles, I'm trying out having two-three on the field. In theory they should save you from some manpower bleed and they can be self-repaired to full (so you could kite and dwindle down an enemy until they're forced to retreat), though it'll require a bit more micro from your part, and they're more likely to lose against cover/garrisons. At the very least they'll give you a lot of opportunity to try and fast-cap/harass earlier on, which could (in theory) slow down some timings
:) I've also was reading on the discord of someone bringing out a first 250 to function as early harassment, but that's essentially the same thing as a bike but with 40 extra health, meh armor and takes 5 seconds longer to take out - without the utility of being able to capture or self-repair.
At the very least, if you're only taking one bike, you'll be able to pull the motorcycle back and capture at least one point (to repair) before you go back in for another bout of harassment, if they've chased you during that, you've slowed down their capping, and if they dedicate another unit to help hit your bike, you'll know that they have their forces concentrated in that spot.
Even tho, still, Rifles are the moment are equally if not more overtuned then Tommies before the patch, so try to abuse cheesest strats to hold on and don't feel bad about it, until Rifles will get brought down to their cost performance level, DAK is F*ed.
Your chance comes with Flakvierling, which is very good after patch, it comes out at 115 fuel, so you basically need to hang on for about 5-6 minutes (do not build medtruck, use your first callin halftrack for healing). Flakvierling suppresses so you can win inf engagements (move infantry to close range against suppressed squads to kill them faster and force retreats), it eats quad alive, and it can even fight greyhound with support (he needs 2-3 shots to kill you depending on luck with mg pen and other damage, if you pop armor piercing rounds and can get any single other hit on him like an AT grenade or an AT gun shot you can win).
Because flakvierling can decisively win against quad (if you see his quad unsupported rush it with your flakvierling) you also are not locked into getting panzerjagers as your first callin, you can feasibly get assault grens instead, which are a good complement to flakvierling; depending on map you can get a MG, which can bait US into getting indirect and let you play harder with flakvierling. If you see something like quad + gun carriage you may want to get AT gun instead, but unless you are facing heavy light vehicle play it is better to just build it for 260 manpower and get assault grens (against standard play) or get ISG (if 2+ MGs or he is playing very defensive; alternately you can opt for combat halftracks + mortar ht instead - the ISG is less vulnerable), as both of these get you 340 + 260 worth of units for 275 cost.
Typical early responses are:
- zook squads: these don't stand a chance, flakvierling can kite them and as soon as they're suppressed you can win, provided you have been otherwise on equal-ish infantry footing. If he gets more than one you should be able to straight up win infantry engagements
- para zooks: these cost 320 but get trashed by pgrens, so if you don't lose to his mg you should be able to straight up win infantry engagements (and if he gets LMGs instead of zooks you can close in and mulch them with flakvierling, paras do not have AT grenade)
- AT gun: standard coh cat and mouse game, he can't kill you unless you screw up, but if you screw up you lose
- SSF commandos: flakvierling can kill these fine too but they are actually a threat to your infantry, so with support they are a lot harder to deal with. But they cost 440, so you can take advantage of your temporary manpower advantage
- (against the above you should probably buy an MG)
- quad: his quad will come out before your flak, you will have to survive for a while against it, but that also means you get the opportunity to counterpick against it. If you almost complete flakvierling upgrade and you haven't seen quad or halftrack yet and are not losing too badly in infantry engagements, you may want to actually cancel and go for T2 into stug then marder, or right for T3 instead, and get panzerjagers as your callin for safety.
- gun carriage: actually kind of hard to deal with if he's any good. If he got this early you can try canceling T1 upgrade and go stug/marder.
- greyhound: the game comes down to whether he kills your flakvierling, if he does you probably lose, so play around that - if you see greyhound you should immediately get grenade kits if you don't have it yet, then play long range defensively, try to get a suppress off, then move infantry in. Or try to bait his greyhound into a mine or an ambush on your flank or something.
- chaffee: like greyhound but more threatening. It is bad against infantry so use ATG.
For mid-lategame it depends whether he goes heavy motor pool or direct to shermans - with recent buff to motor pool it is very overwhelming I think it is actually a reasonable idea to get flak 88 first in T3, since in 1v1 he is unlikely to have enough indirect to totally invalidate it. If he does not go motor pool you must play aggressively while you have the advantage, you need to win hard enough so you have either flak 88 or panzer 3 + ATG to fight his shermans coming out. You probably want a second ATG at some point, earlier against motor pool.
Against very good players a lot of this will not work as timings rely on you not losing early game too badly, and as always you (or him) can randomly lose to stuff like bad light vehicle pathfinding.
they have MG the first second of the game
Been seeing this more and more and it is an absolute killer.
Rifles are overtuned to a silly level.