My Assistant
vs_xespxstalker.rec | |||
Size: 457.41k | |||
Number of downloads: 78 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
xESPxStalker | 2 |
vs_xxkoshxx.rec | |||
Size: 172.61k | |||
Number of downloads: 73 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
XXKoshXX | 2 |
vs_sirshogo.rec | |||
Size: 488.47k | |||
Number of downloads: 50 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
SirShogo | 2 |
vs_kengi.rec | |||
Size: 229.75k | |||
Number of downloads: 59 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
Kengi | 2 |
vs_eliteheroes.rec | |||
Size: 79.23k | |||
Number of downloads: 52 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
eliteheroes | 2 |
vs_got2.rec | |||
Size: 268.56k | |||
Number of downloads: 50 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
got2 | 2 |
vs_iamjackbean.rec | |||
Size: 225.71k | |||
Number of downloads: 46 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
iamjackbean | 2 |
vs_bluefire.rec | |||
Size: 212.73k | |||
Number of downloads: 61 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
Bluefire | 2 |
wsc_start.rec | |||
Size: 619k | |||
Number of downloads: 56 | |||
Player Name | Side | Team | |
tehpwnererr | 1 |
||
shiyanderu | 2 |
vs_chickenlittle.rec | |||
Size: 179.67k | |||
Number of downloads: 34 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
ChickenLittle | 2 |
vs_sacocx.rec | |||
Size: 369.13k | |||
Number of downloads: 34 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
Sacocx | 2 |
vs_drl337.rec | |||
Size: 289.6k | |||
Number of downloads: 36 | |||
Player Name | Side | Team | |
Fadsar | 1 |
||
DRL337 | 2 |
2pg2htwsc.rec | |||
Size: 143.92k | |||
Number of downloads: 39 | |||
Player Name | Side | Team | |
PEpwnzya | 1 |
||
PeacekeepD | 2 |
Hello all who will listen, I am here to tell you a strategy I have been using recently vs PE. Seeing as PE are about 80% all the matches I get in automatch, I guess you could say it is my main strategy as well now.
Weapon Support Center(WSC) starts are often seen as gimmicky and not as effective as a standard 2 engy>Rax start. While I used to agree with this, I have since changed my mind. This strategy focuses on exploiting natural PE weaknesses as well as the shock value of early MG teams Snipers. It also has a pleasant side effect of denying your opponent CPs. It has done amazingly well for me so far. I have only lost 1 game against PE and I still feel as though I could have won it.
The Ideology
PE basic Infantry are stronger than Rifleman in most situations
Panzer Gren(PG) squads come out faster
PE like to blob units
PE has small squad sizes and no snipers
PE is heavily vechicle based
While I know that there is a little gray area as to PGs being greater than riflemen, I find that they usually are. The reasoning for this is that they should have at least 1 more squad than you on the field at all times and they will be blobbed while you most likely will not. My way to counter this is to not build riflemen. Also instead of directly fighting the blob, I figured I might as well supress them and make them run away.
PGs come out faster and in larger quantities (of squads) because they don't have to build a building in order to produce them. This saves them time and manpower.
Because of the unique veterancy system of the PE. Blobbing units is a very attractive option. MG suppression is a natural counter to blobbing and thus prevents one of PEs greatest strengths. It also forces your opponent to react to you by spreading out his small squads to try to flank your position. This allows them to easily be picked off by snipers and roming M8s.
The Airborne tree is a natural counter to vehicle based strategies. Coincidentally it is also home to the Strafing Run ability. When you combine these two, you have the perfect weapon to fight the blobs of PE soldiers, as well as the armor that will come to support them.
Build Orders:
Here is the basic Build order vs the usual PE opponent:
o you start with the standard 2nd Engineer. You have your first build a WSC. Send your second Engineer to cap points. Early game I focus on fuel. While I generally don't build anything that requires fuel once I get out a M8, the point is to get that M8 out as fast a possible.
:The MG team will be your first and second units out. Find a nice cozy building for them around the middle of the map. They are supposed to lock down sectors for you. Generally your opponent will run right into them and have to retreat his first couple of squads. Use this to your advantage. Decap his fuel and lay mines if you can. If your opponent gets Half-tracks, Remember to use AP rounds. They will destroy half-tracks in 1 or 2 bursts with this ability active.
:Nows where you can begin to play a little aggressively. Snipers are going to be your all around thorn in their sides. Properly microed you will absolutely destroy his army. Once these hit the field, your opponent will be in a constant manpower drain. Remember not to stray to far from your MGs with them for fear of scout cars. Also try to aim for 2 man squads for the insta-gib.
Mid Game:
:your first 50 fuel should go straight into a supply yard. It reduces upkeep and is required to tech. Later in the game if you are floating a little manpower (you will have fuel), then you can also purchase the upgrades.
:By the time your engies are finished with the supply yard, you should have enough to build a motor pool. I am torn between making an M8 or not really. I don't have good micro with it, so I am starting to prefer the AT guns instead, but by all means what you feel most comfortable with. (if your opponent is shreking his inf don't make an M8 and laugh at his wasted resources).
:If you are good with this, it will serve you well. It can kite infantry, is immune to small arms fire, and eats half-tracks for breakfast. It can also circle most tanks to kill them 1 on 1. It lays mines that explode with the force of a mini nuke too. that said, I'm not good with it, so I don't like it. However you should probably try to get good with them because they really are pretty good.
:This is what i prefer now. No longer do you have to fear half-tracks as they go down quick to one of these. If you have 2, they hard counter Armored Cars too. They also serve as P4 killers as 90% of PE players end up P4 rushing against this strat. Don't forget about the AP rounds. Like MGs they will help you tremendously against vehicles.
Thats basically it for build orders. I don't build Tank Depots of Barracks because I don't need them. All of my other stuff comes from the Airborne tree.
Doctrine
I always go Airborne. It has the best answers to axis armor as well as strafing run to take out late game blobs of infantry. In terms of paths I generally go LHS>RHS
:These will be your "Riflemen". I upgrade them as soon as I can. They do reasonably well against infantry and are very good against armor. Fire up is an amazing ability and is great for chasing down retreating vehicles. Satchel charges have their uses against buildings and sometimes infantry.
:Drop behind enemy tanks or half-tracks to get rear shots. late game drop them to bolster defensive lines. Its also pretty good for doping near retreating Half-tracks to get that last shot needed to kill them. Use AP rounds!
:I would trade 100mp for 100 munitions and 40 fuel almost always. Allows you to upgrade units or spam Strafing Runs. I don't think I need to sing the praises of this ability too much as it is simply amazing.
:I don't really use this ability much because I am usually strapped for munitions. I have heard of players who use this to destroy tanks or buildings, but i am no where near that leet.
:The game usually ends after 1 or 2 of these. They punish an opponent for blobbing his infantry. Your opponent will flame you, they will complain about how OP it is, and they will curse you and your mother. This is what makes the ability so enjoyable.
:This has its rare uses. It will knock about 50% of the health off a Jagdpanther. It will also utterly destroy infantry units caught in its path, so look to maximize its effects. Generally if you use this, you have either won or lost.
Vs other Strats
Vs Link0's PG spam. DO NOT rush for a M8. I would make a mortar or 3rd Sniper instead. If you fear half-tracks or a P4 I would drop in Airborne and make AT guns. After Airborne Inf, get strafes. If you feel bold and have 3 CP early. Strafing Runs could be the way to go. If you do this, however I would make sure to have at least 2 AT guns. Better safe than sorry. I feel the MGs and sniper absolutely wreck any attempt to gain map control with PGs alone.
Vs Armored Car rushes. Try to keep MGs in buildings and use AP rounds. MGs actually aren't bad against ACs. Fast M8 should scare them off till you get AT guns up. Also Airborne with Recoilless Rifles aren't bad against them. Just don't lose your cool and they will die eventually.
In Conclusion
I like this strategy because it is fun, powerful and different. I don't really enjoy rifle stall into fast M8 every game, so this is a nice alternative. It is almost guaranteed to throw off your opponent and it lets you capitalize on that. It is also pretty fun to instantly destroy entire squads of soldier with snipers. If nothing else, the Manpower drain it puts on your opponent should put you firmly ahead.
Above all: have fun and don't get angry if you lose
Replay spam in next post.
Posts: 131
Game: