Home › Forums › General Discussion › Balance Discussion › King Tiger has no cost effective counter
- This topic has 11 replies, 6 voices, and was last updated 7 years ago by MeatShieldNZ.
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27/10/2017 at 9:50 am #4804NyvreModerator
Assuming we look only at the finished doctrines, the AEF have 4 units that could hurt a king tiger. The wolverine, the jackson, the sherman 76 and the pershing. All of these need HVAP to penetrate.
The wolverine deals too little damage and dies too quickly to get the job done, the sherman 76 deals too little damage to get the job done, the pershing costs too much to effectively get the job done. The only option this leaves is the jackson.
You need 3 jacksons to semi-reliably kill a king tiger and they need to use HVAP exclusively for the entire engagement. The cost of this is 1800 manpower, 300 fuel and 150 munitions and while you might get 1 or 2 jacksons out alive, having suching resources when a king tiger shows up or even building jacksons in advance will rarely get you in a scenario where you can pull this off and 300 manpower does in no way equate 300 fuel or 150 munitions.
The scenario is much worse when you aren’t playing US armor, as you have to rely on 76mm or wolverines, both of which are even less price efficient than the jackson.
The only things that can even be remotely considered cost effective are indirect fire abilities, but abilities such as rocket barrage(which can kill a king tiger) require both there to be insufficient anti air and no other distractions to get the job done, and, of course, require you to play airborne.
The king tiger is just too good for its price or its counters are just too bad for their price, the best case scenario is you playing armor and even then the cost to deal with it is much bigger than it is worth. Airborne can deal with a king tiger, but only in specific circumstances which the enemy is likely going to try to avoid.
- This topic was modified 7 years ago by Nyvre.
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27/10/2017 at 3:59 pm #4806SebandirParticipant
You really can not finish Tiger II with 2 plutons of Sherman( Task Force Abrams) ?
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27/10/2017 at 10:55 pm #4812DamianParticipant
To damage it you have to get close or even behind it. In normal game where KT is protected, you’re not able to :/
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28/10/2017 at 8:08 am #4816SebandirParticipant
Well, these were historical reality during II World War. Use the smoke cover, flank, calculate – you’ll get and destroy TIGER II. Generally in this game, seven Sherman are more powerful than the King Tiger in every aspect, and the cost is the same.
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28/10/2017 at 11:04 pm #4828DamianParticipant
[quote quote=4816]Well, these were historical reality during II World War. Use the smoke cover, flank, calculate – you’ll get and destroy TIGER II. Generally in this game, seven Sherman are more powerful than the King Tiger in every aspect, and the cost is the same.[/quote]
In reality, King Tiger would be broken before the combat or in the first minutes of it. German super heavies were done so badly anything could break beyond repair pretty damn soon.
King Tiger were often found undamaged but everyone inside was dead, you know why?
With every hit taken there was a chance screws would unscrew and fly all around inside a tank with high speed slaughtering crew.Russians captured one King Tiger and operated it for few minutes before it broke completly XD
- This reply was modified 7 years ago by Damian.
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29/10/2017 at 9:04 pm #4838
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29/10/2017 at 10:35 am #4833CardmenParticipant
I haven’t played the mod since a while,so my values might be wrong but as I remember a KT costs 2k manpower or more which is a lot,with the fact in mind that the manpower income is very shitty.It’s not impossible to destroy a KT,you just have to use tactics.Flank it,lure it into a trap,shell it to shit with arty,use airstrikes.I don’t think we should raise the cost of the KT.
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29/10/2017 at 5:07 pm #4835NyvreModerator
Pease read the op before posting, I clearly outlined the following:
- A king tiger costs 2100 manpower
- You need 1800 manpower 300 fuel and 150 munitions to kill one when playing armor and even more when playing infantry.
The fact that airborne can handle them with a single air strike if there are no distractions is strange but if it compensates for the fact that armor and infantry have no cost efficient counter is a very different question. I personally think that needing a specific doctrine to deal with something at a low price and otherwise needing such a wealth of resources that they are almost unthinkable isn’t desirable.
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29/10/2017 at 9:26 pm #4841Death_KittyModerator
something that really irks me about this mod is that its actually really difficult to immobilize a tank. Only a satchel charge or a gebelte can do it consistently, and even then, those are hard to get off. There should be changes to make HE arty, the heavy mortar, and mines be able to track tanks
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29/10/2017 at 9:40 pm #4842CardmenParticipant
That’s a very good point.Back in the old days I was wondering when will the AT and Anti-inf mines be reworked,but Kraus was busy (understandable).A reworked mine system,where AT mines destroy light vehicles and deal serious damage to medium tanks and etc,and immobilizes heavy tanks would be great.
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29/10/2017 at 9:47 pm #4843MeatShieldNZKeymaster
We have more critical’s now than ever before, both hand held AT and Anti tank guns now have a high chance of getting a critical on penetration and also a smaller chance on deflection.
These include our own custom broken track critical, also transmission damage and other various criticals.
Yes mines will be reworked and improved but you’ll just have to wait. We are set on getting the last two doctrines for OKW and AEF finished first.
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