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Combat situations

Strategy and Tactics

#132461

Re: Combat situations

Volks vet except vet3 is practically useless in combat and Airborne vet is extremely strong.

Not sure who wins but it is probably airborne because of their armour. They have terrible guns though.
If you get into an argument with me, you're wrong.
#132871

Re: Combat situations

What does vet3 for snipers do? On GR.org it says "double fire ability" but AFAIK this was removed (or at least tweaked) and well as the IA bonus for snipers because it was just too powerful. What do they (vet3 and IA) do now?

Also does Zeal apply to 4 man volks squads? On GR they only mention 3 man squads. DO 4 man squads receive no bonus?
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited September 17, 2012 at 3:03 AM by Bread Fish

#132873

Re: Combat situations

Vet3 Sniper bonus is 0.4 cooldown. This reduces fire rate substantially.

IA doesn't appear to have been changed for Snipers, since they operate under the infantry filter AFAIK. Last time I checked IA was affecting my Snipers. Total effects are:
0.6 cooldown
0.5 reload
1.5 rec acc
1.2 damage

I have no idea how zeal works or the exact bonuses granted. Tbh I never really notice a (wehr) zeal effect and only the PE group zeal is noticeable.
If you get into an argument with me, you're wrong.
#132876

Re: Combat situations

SO does that mean they fire 60% faster?

Also is it just me or is the G wagen rapid fire ability not that rapid? I've activated it several times but it doesn't seem to do any better.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#132885

Re: Combat situations

No because cooldown isn't the only factor in fire rate. Aim time is also present and, for rifles, wind up/down. They should shoot faster but 60% faster. More like 30-40% probably.

Gwagons got a pretty big nerf a few patches ago. Not sure what the current rapid fire does.
If you get into an argument with me, you're wrong.
#132891

Re: Combat situations

If I remember correctly; it supresses, much like the BAR, now. EDIT: Obviously meaning the G-rapid fire. :V

Fished again.  ::)

EDIT2: That's me derping again  :P

It should be noted that G has almost MarderIII's range... I think...
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Last edited September 18, 2012 at 3:37 AM by EasyCalic

#132898

Re: Combat situations

EasyCalic wrote:
If I remember correctly; it supresses, much like the BAR, now.


You mean the sniper firing? Thats a odd fact :D.

Why did they nerf G Wagen  >:(? I like my G wagens :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#132901

Re: Combat situations

Gs are pussy tank destroyer, hate them. Bad amor, low health, nearly no anti infantry, don't want to wear sexy skirts, useless ability, cost bloody expansion to have it.
I'm drunk now, I'm outranked you in philosophy.
#132909

Re: Combat situations

Dann88 wrote:
low health, nearly no anti infantry, don't want to wear sexy skirts, useless ability


I think they have similar health but the StuG has better armor so it'll takee less dmg.

StuG dont have AI either???

They still get the "sexy skirt" bonus :P

StuG dont even have an ability
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#132912

Re: Combat situations

Dann88 wrote:
Gs are pussy tank destroyer, hate them. Bad amor, low health, nearly no anti infantry, don't want to wear sexy skirts, useless ability, cost bloody expansion to have it.



Well G-wagons used to do more damage than an 88 and came with an MG off the bat, which made them very OP
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#132914

Re: Combat situations

plus, stugs have the moves ;)
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#135807

Re: Combat situations

I saw a replay long ago, the one that Wher player outcap the vp of the Brits by using snipers and building Forward Barrack. In the beginning of the match, the Wher player used 1 volks squad to build 1 small sandbag and forced the whole squad stay behind it. How the hell he can do that? Is there any trick like that?
I'm drunk now, I'm outranked you in philosophy.
#135809

Re: Combat situations

Against allies you can use the Goliath and hide it behind a wall and use your lone sniper to bait the Riflemen/Tommy blob into the Goliath and boom, blob is gone.
My personal favorite
#135811

Re: Combat situations

When you construct the sandbag, the squad will group up so it will all fit nicely behind the sandbag. It's very handy when fighting with only volks against buildings.
If you get into an argument with me, you're wrong.
#135813

Re: Combat situations

Silly me, you're right Dennis :P

How to use T34/85 to the best of their cost? What situation I should use them?
In some lately matches, I found out they have no chance to against doctrine units like Tiger and KT. With 1 Tiger and 1 panther and some micro can beat 4 T34/85 with equal skill. Flanking heavy tanks does inflict some damages but also inflict a lot more damage to T34/85 too lead to an overall loss.
So if I bet my fuel to T34/85 instead of IS-2, the conclusion will be decided when Axis armor steamrolling into SU base :P.
I'm drunk now, I'm outranked you in philosophy.

Last edited October 29, 2012 at 7:55 AM by Dann88

#137178

Re: Combat situations

@Dann: Get an AT gun(s). They either fall back or take it like a bitch lol. And if they rush your AT gun swarm them. Although Im sure someone has better advice.

Which offers better cover: Building or green cover? Assume the building has no windows blown out and can accommodate all soldiers and the green cover fits all soldiers

Also is it true a window blown out offers less protection or is that a myth?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#137179

Re: Combat situations

@Dann, Use T34/85 in pairs, use their superior speed to a) circle strafe Axis Armor and b) maneuver across the field to areas where suitable non-doctrinal targets are found. IIRC the Speed of PzVI's of all flavors is about 4. They can't shoot what they can't catch.

@Bread Fish: AFAIK Green cover is green cover, which includes buildings. However buildings are all around cover where most green cover is directional. There is a peculiar condition that when buildings lose a certain amount of health they are no longer occupiable. The garrison will get kicked out. I think the morale check aka retreat check of buildings and their garrison are multiplicative. This means some lower quality squads will retreat to base when kicked out. Higher quality squads will hang around and not retreat. THis can be embarrassing when MG teams don't deploy but just stand there.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#137180

Re: Combat situations

I've never had a unit kicked out of a building. I think you are thinking of something else cause in all situations I've been in the building just collapses and kills my squad.

So basically you are saying green cover = building
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#137182

Re: Combat situations

Green cover is stronger than garrison (building) cover. That's why you can easily beat a squad in a building by building a sandbag on the short side (least windows) and fighting from behind it. Obviously a squad in a building can't be suppressed though, and are less vulnerable to artillery (except nebels). Larger buildings are also much less vulnerable against grenades.

No Allied tanks can stand up to Axis armour in a straight fight. IS-2s are the closest to this but really are too slow to engage Panthers properly. Instead, you should have some AT support units distract the enemy vehicles while T-34s use their significant speed to respond to weaknesses. Only attempt a flank if the enemy tank is not supported by Paks. In this case you will be better off trying to have a slugmatch and trying to arty the Paks, or bring up ATGs of your own. You are at a disadvantage in a slugmatch but can still do OK. You also have the advantage of speed to get away (unless you are facing Panthers in which case you'd better have something to slow them down).
If you get into an argument with me, you're wrong.
#137262

Re: Combat situations

What are the exact bonuses for heavy cover VS building cover?
My personal favorite
#137270

Re: Combat situations

Depends on the weapon firing at it.
If you get into an argument with me, you're wrong.
#137309

Re: Combat situations

I know that SMGs suck against buildings and flamethrowers are great against them.  What would a rifle on average be against buildings and green cover.
My personal favorite
#137318

Re: Combat situations

132 wrote:
I know that SMGs suck against buildings and flamethrowers are great against them.  What would a rifle on average be against buildings and green cover.


Generally everything automatic sucks against buildings. Rifles are ok if you keep in heavy cover facing a minimum amount of windows.
"Balancers are 10 a penny"
#137375

Re: Combat situations

I found out that Sturmovie's smg is very effective against ATG (the gun, not mentioning the crew), is there any weapons that can also use to destroy ATG too? Maybe BAR? Or their smgs are not supposed to be that effective :(
I'm drunk now, I'm outranked you in philosophy.
#138257

Re: Combat situations

v1.7.02

What is the best way to target major Danko? The comp regularly grinds him into Latkes. when I Target the fellow even with 3-4 different squads at once I never seem to accomplish Buttkis.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#138264

Re: Combat situations

sniper? Just manually click the Major for an atk target rather than firing at the whole squad.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited November 27, 2012 at 9:34 AM by Pac-Fish

#138272

Re: Combat situations

Thanks Fish what about targeting with other squads?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#138295

Re: Combat situations

Im not sure what you mean. All I know is when you manually click a soldier the sniper's next round will hit that target (unless it misses lol). IDK if this is a fact but it works for me everytime
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#138370

Re: Combat situations

What I'm asking is what is the best way to kill Danko when a sniper is not available. Isn't Danko's spotting range the same as a sniper's?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#138372

Re: Combat situations

First off no, Danko's detection range is not equal to a sniper's firing range. That would be just plain OP.

Second I think any squad can direct fire by clicking on an individual soldier (although this is yet to be proven). Try it and see which guy dies first
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#138378

Re: Combat situations

As near as I can tell Danko never dies when I click on him. He dies all to quickly when the AI targets the squad though.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#138383

Re: Combat situations

ive proven this, because i often use snipers in teams of three. if you select an individual unit with all three selected the three snipers will shoot that one unit. if you have hold fire turned off, there next rounds will hit any other units in the squad.
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