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In a team game, use heavy cav (for rangers) or airborne (for paratroopers/pathfinders) to support your REs. If your ballsy enough, go ahead and use recon and pray that the air drop doesn't drop two zooka men.
RE spamming is a valid meta, but there are better metas atm.
https://www.youtube.com/watch?v=Y4rqtZZsGZY
Overall that's really nothing new.
You basically overwhelm your enemy with superior map control and then use that MU and FU advantage.
And vet 1 accuracy modifier and vet 2 squad size bonus they used to have really helped this kind of approach
Strum pios at best need two REs in close range to beat a strum. Two is pretty risky so I would recommend three. Volks I would say are a much great threat, since they are better at range.
For wehr, get close up grens. Hug the gren. Pioneers, however you cannot underestimate. Those MP40s will tear up your echelons. Instead send out REs in pairs or triplets. This will ensure that they will swarm any resistance they can find. Weapon crews need a mortar.
For tier two shenanigans you might encounter, consider the following:
Call in units
HMG
BARs/1919s
For me, I prefer good old rangers or paratroopers. Pathfinders if I am feeling cocky. I also go Lut with this build of REs. HMGs would prevent any PGs or any other close range unit from snuggle struggling your rears. I personally don't equip my rears with BARs or 1919s but zookas once they are of vet one. I usually have two zooka squads then let two rears die to pave way for MP income or oncoming rangers/paratroopers.
Like you said 2~3 RET is needed to repel sturmpioneer and sturmpioneer is 300 MP vs 400~600MP of RET.
Here's the thing about Rears: Their cheap, low pop cap, and fast to build. You would have three units on the field when your enemy has two (or even only has one, if your fast enough or their slow enough) when you have the backbone of the army bulletin.
The ideal situtation with rears verus strum is a monkey in the middle type situation. Have a strum chase one of the rears while a rear chases the strum. How you repel the strum depends on how you set up that engagement. The first rear would ideally grab cover and brace for the strum. As the strum gets close but not too close have the first rear run to the second. Have the second stand their ground as the first gets behind them. Remember that rears will fire faster the closer the enemy is to them. An early emplacement to hold in won't hurt, but risky if your using it as a first engagment.
While the rear can and will bleed mp, their true strength lies with how fast they get back on the field. With backbone of the army rears will reinforce fast. Sturmpioneers, on the other hand, takes an year to reinforce. Hard work trying to find engineers who are willing to be given a rifle and some clothes.
Another tactic you could do is use assault engineers with your rears. They cost as much as rifles, but make no mistake, their rears with some proper fighting gear. Use the rears to screen for the assault engineers. If the strum decides to close in, the assault engineers will make short work of them. If you want long enough (or managed to gather enough xp and went airborne) consider giving pathfinders a try. Use rears as screen, and the pathfinders will finish off the models of german squads.
As a sort of rule of thumb: retreat your rears if only two models left or less than 1/3 health left. Rears are more fragile than rifles, so they are more likely to be killed while hauling back to base than rifles are.
A lot of this boils down to knowing the capability of your units at hand. Each engagment has a fundamental question: Can my units win? If your looking at the situation at hand and the answer is no, disengage. Not worthing bleeding manpower if you are not getting anything of value out of it. A good example of this is one strum vs one conscript and one combat engineer. In order to win this engagment I can either A: Stay at range B: have the engineers distract the strum while the conscripts are shooting or C: group the combat engineer and con together and fight the strum at close range. This engagment should be unwinnable, but it is, since the person knows the capabilities of their units.
When using this strat, kubels are no threat. Carbines do more damage verus grands (for some reason) and just follow the kubel around and try to get to its back. Or better yet, fight from green cover against the kubel. Kubels usually don't last long.