Aydin

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Viewing 15 posts - 31 through 45 (of 49 total)
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  • in reply to: New Mechanized thoughts #7928
    Aydin
    Participant

    I’ve been pretty happy with the doctrine so far. The early infantry are powerful. My main complaint is the uber weak light vehicles. The US AA half track (and many others) seem to melt the puma and scout car in 1-1 fights. Allied MGs seem to be more effective than German ones at knocking out light vehicles too.

    What’s your unlock order? I’m generally: halftrack -> panzer IV gren call in -> manteuffel (sometimes before P4) -> P4 general build.

    I occasionally go for the scout car and flame half track, but as you said the weakness to MGs make it risky. By this time I generally find the allies have 50cal and AT guns, so I’m not really sure how to use them effectively.

    in reply to: "Best" AI in Wikinger? #7893
    Aydin
    Participant

    Ah didn’t know Relic maps were still good. My hunch was that the increased range meant that the map geometry might not be as balanced compared to vanilla.

    in reply to: "Best" AI in Wikinger? #7889
    Aydin
    Participant

    Thanks Olhausen. Definitely the AI is better than it was 6 months ago!

    so roughly, you would say US / SOV > UK > German? How does the Wehrmacht compare to the Waffen in your view?

     

    Also, I have generally done VP games. Do you find it is better in conquest mode? / are there types of maps better suited? (Again I find ‘narrow’ maps to make the AI worse)

    in reply to: Zis 76mm AT effectiveness? #7888
    Aydin
    Participant

    Ah gotcha, thank you.

    How does the Zis compare to British or American AT guns?

    82mm penetration is still good enough to work against the standard Sherman tank though, right?

    in reply to: Soviet Heavy Weight #7879
    Aydin
    Participant

    Glad to see changes are being made, I agree with all the points made above.

    Aydin
    Participant

    What do you mean by “low tiers”?

    All in all I agree, I would like to see effective long range. Especially with so many multiplayer maps being urban, it can be hard to use the base Volks or Waffen grenadiers as effectively.

    in reply to: British vs US Artillery? #7564
    Aydin
    Participant

    Thanks! Looks like I will go with the British then.

    A big problem for us (when we play Axis or Allies vs Soviets) is taking on an IS2 or IS152 late game.

    in reply to: A new way to play Wikinger: #7484
    Aydin
    Participant

    Not sure if this is a dead thread, but I really like this idea.

    Right now with the Germans I rarely build more than 1 or 2 panzer/stug IVs past the mid game. I’m deathly afraid of the IS2/152, and basically have to prepare my entire end game for something that can take them on.

    With US armor it’s slightly different, I find 50% of games are “fast” enough where the opposition is too pressured by Sherman spam and can’t bring out the heaviest vehicles.

    in reply to: Next Army to be modded #6095
    Aydin
    Participant

    Whomever is weakest, IMO. As a player I’d love to see the Wehr changed but balance is paramount.

    in reply to: Stuka Zu Fuss and friends… #5785
    Aydin
    Participant

    What doctrines (OKH or OKW) have access to the stuka? Newb here

    in reply to: Iron Will – Anti Tank Tactics? #5727
    Aydin
    Participant

    What other ways can you stop the zis 3 barage? I tried playing panzer and still struggled. They started barraging our home base which killed dozens of veterans and made it hard to do anything.

    Generally early game is fine (if not us winning), but my ally and I have not found a way to stop the arty. He builds the smaller german piece (leig?) but it’s at a different firing level…

    This advice isnt just for IW btw

    • This reply was modified 6 years, 4 months ago by Aydin.
    in reply to: Iron Will – Anti Tank Tactics? #5726
    Aydin
    Participant

    Thanks for the replies!

    I hadn’t experimented with the IW arty yet, will give that a try. The original idea was that my friend (a bit worse) plays defense and provides support (AT, mortars etc) while I go for infantry and armor.

    What doctrine (SS or normal) do you recommend if my friend is going support? Thought is SS Panzer here.

     

    in reply to: When to use Stug? #4682
    Aydin
    Participant
    1. Other than the HE round, does the Panzer IV vs Stug have any offensive differences? They use the same KwK L/48 gun + one MG, right? [I almost always go for a tank commander as my upgrade, would you suggest otherwise?] Obviously getting orientation is important but I think I handle that
      1. how often do you use the HE round? I’ve almost never used it but sounds like I should!
    2.  So 2 Grenadiers + 1 ‘chaff’? And then supplement with elites/MGs? (This also implies WW goes more tanks earlier)
    in reply to: When to use Stug? #4666
    Aydin
    Participant

    Ha, I’m a big fan of your guides! Have some questions for them as well, I’m a bit more open ended here but trying to give my broad approach to see what could be wrong.

    1. For Stug IV: Did not know that the low profile was taken into account. That’s a potential game changer for me, as traditionally I’ve liked having a tank that is all purpose (i.e. can support vs infantry/buildings, but still has firepower to kill tanks) but can continue to live late game when the heavies come out.
    2. If you had to give me a rough timeline, when do we switch into mid and then late game? Your luftwaffe guide says the Goring call in is a great switch to late game, but it is very rare for me to have 1800 manpower floating around. Just replenishing losses keeps a steady burn on MP. The Wunderwaffe suggests the Tiger tank, which is what I typically use. Gunning for the King Tiger is fun, but the 2000mp is very hard (even if just replenishing infantry losses). Plus, going for KT means I’ll definitely have ‘wasted’ (or not used) fuel stores of 350+.
    3. Related to #2, I’d like your thoughts on my normal build out. typically I go a bit infantry heavy early game (especially Waffen, either Luft. or WW). 2 SS Grenadiers, 2 Freweiligen/Luft. Pioneers. Use this to expand and put early pressure. Will generally make 1-2 MGs later on (42 if I can wait for it as WW, otherwise rushed 34).  ‘Early mid’ game for lack of a better term (think 1st/2nd truck) I’ll pivot and get some mix of Falsch/Gebirgs/Leig arty as Luft. or the Jaeger/mortar squad as WW. Typically it’s still infantry battles here (occasional panzerfaust for a half track), will use the elites or the arty to hit MG emplacements.  Later on will build a Panzerjager squad to counter an early tank rush (you mentioned Pak 40s, but I tend to struggle using a Pak 40 offensively. Plus the Jaegers can still penetrate IS-2 late game). My mid/late game has historically started when I build my first Panzer IV. Occasionally (if no tanks, or my team-mates are covering more AT) I will go straight to a Tiger/Panther (as you can tell, on a ‘good’ game/map I can float a lot of fuel)
    4. Related to this last point, when do you pick a panther over a tiger? Tiger costs similar manpower and less fuel. I rarely need the superior speed the Panther offers. Occasionally will go for it with the sniper add on.

     

    I know this is broad, but curious on if I’m missing something with my approach. Recently with the Waffen I find it easy to horde fuel which makes me wonder if I’m unbalanced. With Wehr I’m more balanced as there’s more excuses to use fuel other than for tanks, plus the general infantry are less powerful.

    • This reply was modified 6 years, 7 months ago by Aydin.
    in reply to: When to use Stug? #4658
    Aydin
    Participant

    What about the long barrelled version? I’m thinking about which should be my main battle tank going into mid/late game  (I.e pre panther etc)

    In general does the Stug have better armour than a Panzer4?

Viewing 15 posts - 31 through 45 (of 49 total)