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There's only so much a wehr player can do when they can't deploy AT defences because they are constantly being pressed down by suppressive fire &/or mortars.
- I wouldn't recommend it, but disposable AT is useful when you have map superiority
If anything, the biggest point versus wehr is to apply delay tactics, they have superior but costly firepower, if they constantly need to pull back and can't get defensive around a area, you can constantly ping them with skirmishes and waste time till capture counter goes to zero
the vps don't drain fast enough to make a delayed tactic work.
*Get BARs or snipers
*BARs when stationary at a decent range will be rather devasting
*American Riflemen are better than Grendiars in most ways (faster capping,more men per squad and such) .
*If you have issues with there vet,destroy there vet station (I know what it is called but would misspell it)
*your riflemen can gain vet faster if you use the supply depot's upgrades
*PE is the DLC faction you speak of,they have no defensive capablities but they have many vehicles for fast strikes
*Deny fuel
*Med kits use muntions not fuel
*when they get a Stuh ,you should get some form of armor or start mircoing (Mircoing or Mirco?) your squads ,Have one toss a sticky bomb to break the track or damage the engine which will make you able to sticky the Stuh to death or bazooka
If they go PE best course of action is
*Deny fuel (VERY important for PE since most of there forces and upgrades wil require it)
*get heavy AT
*mine areas
*Deny Muntions
*kill their infantry and the kettlekrats/alternate
*use heavy cover to your advantage
*Get sticky bombs or Rangers ASAP
*have mines on flank routes and make yourself look vurnable (AKA have a easily seen flankroute to side and mine it) if this works afew times,proceed to stop doing it
*say hi to there base with snipers every once in awhile
usually us produce sherman faster than wehr could do it, which one counters vet infantry with short barrel. All you talking is about far sides, when you completly lost everything and let Wehr guy to research their bonuses.
You have nice AT gun, supply yard, that allows you to spam in mid-late game
Snipers, that lowers amount of people in already little squad. So what the problem?
* Destroying the vet station is just stupid. It costs 100mp. I would gladly play that amount for you to focus efforts on destroying it. Lol.
* PE is a support faction. They can be both defensive and offensive.
* Use AP rounds on stuh to get it low hp, don't think it wants to be too agressive then.
* This is definitely not the best course of action.
You can either engage a pe unit with 1 single unit or a group. Vs a group of inf you need to make a big push instead or get support units.
Fuel denial is important, but only if it pays off.
Stickies and rangers asap is a very bad idea. Read the game and then determine the strategy, not the other way around.
Mines can be countered easily by PE so first think if that's a good idea (as flamers can be more important).
You'd probably hit the vet station first with calliope tank arty (armor doctrine) or infantry doctrine (bombardments) in a arty attack destroying or damaging it pretty heavily without ever needing to get explitly close than charging inside explicitly.
Efforts are better spent clearing out & destroying bunkers as well as interrupting their construction.
Destroying can't deny already bought veterancy so it is useless
The problem is that I can't build both a barracks and wsc while getting both the rifle upgrades and teching up for motor pool against a semi compent opponent. Even if I manage to keep all my riflemen alive they need things like the triange center to survive and gain veterancy, I rarely see a rifleman that manages to get vet 3 before Wehr player finds a sufficient counter.
Shermans even with combined arms don't counter a wehrmacht player who uses his panzershrek grens to support his tanks, this is why I prefer to end the game early before T3.