Foxhole

Foxhole

Derp123 Mar 28, 2018 @ 6:15pm
Why I believe the Colonials do a lot better than Wardens once tanks are available
I have seen it this war... Majority of the time the Colonials are able to make gains during the tank phase of war and I have a few reasons why and I just want to share my opinion and maybe give tips to the Wardens (They need them <3) for their tanking.

The first reason I think Colonials prosper when tank phase is active is due to our crews. IDK about Wardens but us Colonials have professional crews for tanks and we form up with HTs, Tanks, Arty and Logi and head out in Tank Columns. Our crews are very skilled and we go through formations, a chain of command, etc. I think Tank Columns are a great idea and help us in many situations. For example Callahans (This War, 3/27-3/28) In 20 hours we were able to go from not owning ANY of Callahans to owning all of it. This was due to a total of over 8 different tank columns that went active in the area throughout those 20 hours with arty, HT, logi and infantry support.

A second reason is just how many tanks and how we use them. Us Colonials love to spam out blueprints for them and im not lying when I say that as of 3/28 we had over 80 Blue prints in Farranac HQ VFs, along with 10 sitting around Farranac and Idk how many in the other 2 port bases. And surprising thing is that we barel use that many. Going off of the first reason we don't lose them that easily compared to the wardens. Our Tank Columns will end up taking out 2+ Warden Tanks before losing 1 on average... Which goes to the fact of professional crews... We don't let noobs get them and let them drive off on their own. Every few hours you'll see in chat someone gathering a Tank Column and that's where people go who aren't already busy...

If I think of more reasons I'll edit this but this is just a tip to the Wardens to help them out becuz I can be a nice person even though I hate Wardens. <3 :steamhappy:
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Showing 1-15 of 20 comments
kampfer91 Mar 28, 2018 @ 9:31pm 
I wish tank driver should be locked for certain soldier rank , right now private just hop into a tank , take 50+ shells and drive straight into AT mine without waiting for infantry support .
Mighty Medic Mar 29, 2018 @ 3:46am 
Those posts about wardens and colonials make me laugh. Because its not about the faction but the people who play them. Good player may log off, bad player may log in. You never know what you get in one or another faction.
Derp123 Mar 29, 2018 @ 6:14am 
Originally posted by kampfer91:
I wish tank driver should be locked for certain soldier rank , right now private just hop into a tank , take 50+ shells and drive straight into AT mine without waiting for infantry support .
I agree with you, It's less of an issue aince there is the lvl 5 minimum but yeah, it is frustrating when we get a Sgt or below just grab a tank and go solo...
Derp123 Mar 29, 2018 @ 6:15am 
Originally posted by Mighty Medic:
Those posts about wardens and colonials make me laugh. Because its not about the faction but the people who play them. Good player may log off, bad player may log in. You never know what you get in one or another faction.
Exactly, and i'm not saying one faction is better than the other, i'm just saying that Colonials seem to get MORE skilled people when it comes to tanks than Wardens do. And I know that there are some Wardens that are skilled with tanks, but just not as many as Colonials...
ChiliOil Mar 29, 2018 @ 3:40pm 
what about the early-game stages? I'm still used to wardens crushing coloniels left and right pre-tanks.
kampfer91 Mar 29, 2018 @ 5:27pm 
Gun turret bloody useless...
Derp123 Mar 29, 2018 @ 5:35pm 
Originally posted by 82DK-S A. Soldier:
Maybe if we start abusing blueprints and start spawn camping your portbases with tanks next war we took will have the upperhand. And yes I actually have picture proof of a Colonial in a Warden tank spawn camping our Portbase in Umbral Wildwood.

And yes it's the devs' fault for not setting Gun Turrets around portbases however that does not mean that you should abuse it.

But I guess that doesn't apply to the Colonial side.
You guys tried actually this war a few times, all of which failed but that is getting off topic...
Cainsiderate Mar 31, 2018 @ 5:12am 
I think the one big advantage colonials had this time around was waiting until after the warden clans logged off before pushing.
Derp123 Mar 31, 2018 @ 5:50am 
Originally posted by FFL The Fiddler:
I think the one big advantage colonials had this time around was waiting until after the warden clans logged off before pushing.
Well that's not our fault that they weren't on when we were on... We went against 82nd plenty of times and it's not like Wardens were able to recover overnight and beat us back like they should have been if their "clans are so good" lmao
BlackWolf9988 Mar 31, 2018 @ 6:38am 
yep Colonials had tank commanders like lord_death that really helped. most of the time 1 colonial tank was able to take out 3-4 warden tanks.
Derp123 Mar 31, 2018 @ 7:16am 
Originally posted by BlackWolf9988:
yep Colonials had tank commanders like lord_death that really helped. most of the time 1 colonial tank was able to take out 3-4 warden tanks.
I agree with that claim, it's not my opinion but a fact...
71 Mar 31, 2018 @ 7:41am 
It helped that some wardens seem to have a love affair with Solas Gorge and launching attacks from there into Mooring County. There was a point where the Wardens had all of Callahan's Pass, but instead of building up the highly exposed southern flank, most of the fighters decided to put time and resources into an ill-fated westward push. When the colonials finally hit The Key, it still wasn't ready or properly staffed.

That probably didn't change the outcome of the war, but the wardens probably could have held on in Callahan's for another day or so if the south had been given greater consideration.

Also, someone in the Colonials has laser-targetted artillery. Whoever destroyed The Key HQ twice without a single miss deserves a medal or a hacking ban. I'm not sure which.
Last edited by 71; Mar 31, 2018 @ 7:44am
Derp123 Mar 31, 2018 @ 7:43am 
Originally posted by 71:
It also helped that some wardens seem to have a love affair with Solas Gorge and launching attacks from there into Mooring County. There was a point where the Wardens had all of Callahan's Pass, but instead of building up the highly exposed southern flank, most of the fighters decided to put time and resources into an ill-fated westward push. When the colonials finally hit The Key, it still wasn't ready or properly staffed.

That probably didn't change the outcome of the war, but the wardens probably could have held on in Callahan's for another day or so if the south had been given greater consideration.

Also, someone in the Colonials has laser-targetted artillery. Whoever destroyed The Key HQ twice without a single miss deserves a medal or a hacking ban. I'm not sure which.
I remember that day... now called one of the largest coordinated attacks in Foxhole History by the Colonials... And If you have a good spotter you can arty well... So it's not hacking, it's called having a good spotter...IDK who it was but im sure they had a good spotter because what you claim doesn't make sense, spotting does.
71 Mar 31, 2018 @ 7:54am 
I don't do artillery so I genuinely don't know the mechanics well enough. From where I was sitting, all I saw were shells hitting the exact same spot right on top of the HQ and that happened twice within an hour or two.

I always assumed artillery had a natural degree of spread, so even a perfectly aimed bombardment would miss occasionally (chalk it up to wind or manufacturing flaws). Seeing ~5 perfect hits in a row happen twice in two hours looks really artificial, especially compared to the gun RNG. That may just be the nature of the current game though.
Last edited by 71; Mar 31, 2018 @ 7:55am
Derp123 Mar 31, 2018 @ 9:46am 
Originally posted by 71:
I don't do artillery so I genuinely don't know the mechanics well enough. From where I was sitting, all I saw were shells hitting the exact same spot right on top of the HQ and that happened twice within an hour or two.

I always assumed artillery had a natural degree of spread, so even a perfectly aimed bombardment would miss occasionally (chalk it up to wind or manufacturing flaws). Seeing ~5 perfect hits in a row happen twice in two hours looks really artificial, especially compared to the gun RNG. That may just be the nature of the current game though.
Incorrect. If you call a distance and an azim it will hit directly right there each time unless you change the distance or azim.
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Date Posted: Mar 28, 2018 @ 6:15pm
Posts: 20