Oftentimes an MG squad will just barely beat your Riflemen/Volks into a building, soon to unleash hell on your troops. There is a counter, however, that enables your infantry to deal with the garrisoned MG.
Simply dance or strafe the building from one side to the other, back and forth, continuously and never standing still. The main MG dude will constanly change windows to fire at your squad but, due to the deploy and redeploy times, actually never get a shot off. This way, your infantry squad will wear the MG squad down and kill it, or force it to ungarrison and retreat.
With a little practice, you can thus reverse the entire situation of the classic Garrisoned MG ™.
By: Gnug315
This post has been edited by Moony: Oct 29 2006, 05:38 AM
top tip. In semois, if an mg beats mine, i normally hit retreat straight away!! And after falling back to the HQ, i send it to the buildings at teh top of the map over looking the strat point.
It takes a lot of your time though and the opponent could get an advantage by pushing forward at a different place or even kill your engineers elsewhere.
It takes a lot of your time though and the opponent could get an advantage by pushing forward at a different place or even kill your engineers elsewhere.
It's like non garrisoned MG, you have to 'dance' with them and allways trying to flank them, it's the micro question. It's all about micro and dealing with the game situation.
Shift click does work, just make sure you click out an explicit path for the rifles to go in. I usually use shift click for one or two way points, quickly shift gears and take care of any macro that needs to be done, and then continue microing the rifles. In a small building, the MGs will die fairly quickly so it is advantageous to put effort into it. I used this on a guy who apparently never saw it, he called me an "exploiter". "Oh my god, they're moving around so I can't shoot them because my MGs are too slow, EXPLOITER".
This is precisely why you should attach snipers to your MG squads. Losing an MG squad costs more than building an extra sniper, because you also lose the point they were covering. It may delay expansion, but it's better than falling victim to this stupid trick.
This is precisely why you should attach snipers to your MG squads. Losing an MG squad costs more than building an extra sniper, because you also lose the point they were covering. It may delay expansion, but it's better than falling victim to this stupid trick.
A sniper will not be able to stop a rifle charge if the MG has not yet setup in the building or facing another direction. At best he can take 2 men, before the rifle is close enough to circle the building. Add to the equation nade and/or bar and ur sniper is as dead as his fellow MG-men...
You necro'd the whole general strategy forum, which was kinda cool. But dude, this thread is 5 years old it's a tip from 2006, most of those ain't relevant anymore.
OT: The post above yours was talking about putting a sniper + mg into a building. That way, the snip will shoot constantly at a rifle which is circling the building to prevent the mg from opening fire.
This idea isn't the best probably, as you mentioned yourself. Sniper's don't belong into buildings imo, only in rare cases.
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Dancing
Oftentimes an MG squad will just barely beat your Riflemen/Volks into a building, soon to unleash hell on your troops. There is a counter, however, that enables your infantry to deal with the garrisoned MG.
Simply dance or strafe the building from one side to the other, back and forth, continuously and never standing still. The main MG dude will constanly change windows to fire at your squad but, due to the deploy and redeploy times, actually never get a shot off. This way, your infantry squad will wear the MG squad down and kill it, or force it to ungarrison and retreat.
With a little practice, you can thus reverse the entire situation of the classic Garrisoned MG ™.
By: Gnug315
This post has been edited by Moony: Oct 29 2006, 05:38 AM
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