Title: [CW] The Ultimate Commando Company (work in progress) Post by: cloud234 on May 18, 2011, 10:57:58 pm I think one of the most OP builds currently is actually the commando company... but it is not inherently OP by itself (i.e. Jagd, Pervitin Pills), it is a sum of parts, which makes them extremely difficult to defeat.
Doctrine Selection 1. Enigma Decoded Tree (Omniscience-like abilities) This will give you insane sight bonus, especially for Commando Sniper as his spotter already gives him 60 sight range!!! Add this on and you'll have the BEST SNIPER EVER! Reconnaissance will allow you to identify ALL enemy troop movements. There is really NO REASON you can lose a game with commando sniper and Enigma Decoded (unless your ally... or yourself fails THAT badly) There is no need to take Radio Triangulation with this ability. Without Commando Sniper, you can use Recon Tommies with this ability a. Scout for weaknesses b. Send in specialists to eliminate Alternatively, you can opt to play with NO commandos at all, but that will reduce your rapid response ability. Spamming Recon Tommies will stop storm schreck spam. Enigma Decoded also make you guys the ULTIMATE anti sniper. Huge decloak range, huge view range, plus commando smoke... anyone fielding a sniper against you guys is asking to be killed. You also get a "Sabotage Weapons" ability. Destroy ALL paks and mg42s unless you want them. Destroying paks will help your ally, especially if he is a tank heavy player. 2. Typhoon Strike Needed for attack of opportunity. Will swing entire games in your favour used at the right time. Purchase a 2nd one for overkill. 3. Commandos & Commandos Support Teams The crux of my strategy revolves around spamming as much Commando MGs as possible. Sten guns are good but in the current climate where there are just Gren Lmgs, Assault Flammen Grens, KCH.... spamming MG is cheaper and more economical... does its job as well. The huge range is also a primary advantage. 2 MGs will lock down the map. 3 MGs means not a single infantry will get thru regardless of pervitin pills, supp resistance or sprint etc. Calling in Gliders gives you INSTANT (apart from the reinforcement delay) reinforcements without travel time at precisely where you want them. You WILL win games in less than 15 minutes. Also, call in gliders on roads. This will block vehicles from lol-running down the entire stretch. It will also cause enemy vehicles to shoot them, giving you intel on what the enemy is bringing. 4. Top T2 for CCT bonus DUH. [Optional] a. Commando Sniper If you field a commando sniper... he will be the basis of all damage. He will clear ALL support weapons, kill all infantry, spot for the firefly etc. Keep him alive at all costs and make sure you have at least 2 of this unit. The concept is to deal damage without taking any in return. Give the enemy no opportunity to attack you at all. b. T2 Bomb (that weird bombing stuff) Good for attacks of opportunity... dropping on huge defensive lockdowns (i.e. 88s, bunkers, paks, mg42 etc.) c. Tets & Mando Officer One of my commando strats involved dropping right into the front lines. Tets provide the needed light AT support and Officers to provide aura bonuses. Every little bit counts. d. 25 Pounder Useful for clearing defensive positions when you lost your sniper (or not using sniper) and using commandos to clear this position is clearly a waste. Imagine a wall of paks and mg42s... Or a building that you need to take down. MANDATORY UNITS 3x Firefly w/ ALL UPGs There is not much point using 6 pdrs. Elite infantry kill them, they bounce off heavies, medium tanks evade them, Gorkhalis hummel burning barrage rapes them... they just die... but if you want to use 6 pdrs be my guest. 3 Fireflies are very good AT. At least 4x Commando & Commando MG I think I have 6 of these call ins. Configure them with stens or piats or nades. Call in Stens when you need STRONG anti-infantry. Call in Piats when you see the situation is fine, but you think the opponent might bring tanks. Call in Mandos w/ Nades as an economical option for anti inf. 1x Commando MG & Mortar Call-in Holds enemy infantry at bay and blows mgs out of buildings and hit paks. What more can you ask for at 7popcap??? Keep one of this just incase. Captain (FOO & Pick up Weapons) LT (Aura & Pick up Weapons) Tommies (CCT - THIS IS A MUST. Without CCT, mandos are useless) Recon Tommies (Important for making use of Enigma Decoded) - Combine with Commando Sniper for BEST sniper in game. - Use 1 Recon Tommie w/ 1 Mando Sniper for ultimate spotting, shielding, anti sniper usage (recon tommie decloak + snipe + mando sniper snipe... u got to be an idiot not to kill the enemy sniper) Other Good Combinations to Use Tommie w/ Bren in Bren Carrier - Good for buttoning tanks. Also allows u to be mobile so supporting paks cannot hit you. - Ultimate anti-inf solution + versatility (button) Bren MMG + 6 Pdr - Anti-inf w/ Anti-Tank in one call in. What more can you ask for? - Add in AP rounds for PE HT/Car rape. There is no known weakness with this company except that it works better for 2v2 than 3v3s. I've never lost a 2v2 with this company (unless my ally is so utterly noob that he has left than half of my score) Will write more on this strategy over time... Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: EliteGren on May 19, 2011, 06:09:07 am I run a 3 CS Engima Company, it is very good indeed, one of the strongest companies I've ever had.
Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: spinn72 on May 19, 2011, 06:25:04 am I run a 3 CS Engima Company, it is very good indeed, one of the strongest companies I've ever had. I still remember my 2 sniper company when it came up against this *shudders*. I couldn't work out WHY they were decloaking when I couldn't even see your units. Didn't make sense! This strat reminds me of what Omniscience used to be before it became terrible. Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: MittinsKittens on May 19, 2011, 09:59:34 am Cloud, are you 51stYork launcher side.
If so, yeah, I've not seen York lose. He just doesn't die. Hell, he's made me RQ a game simply and just rage a load of other times :( So freaking annoying :( Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: Mister Schmidt on May 19, 2011, 10:17:18 am no lol cloud isn't him :)
Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: Mysthalin on May 19, 2011, 10:24:54 am I have a democharge lol boom.
Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: Heartmann on May 19, 2011, 01:01:21 pm I dont know.... In some aspects yea britt faction is good, but i haven lost that often to a cammando player, ofc could be because of a. he is bad or b. my TEAM is better.
Either way, i with my game experience dont feel shudders (yet) anyway when facing a mando company Title: Re: [CW] The Ultimate Commando Company (work in progress) Post by: Sachaztan on May 19, 2011, 01:33:27 pm I still remember my 2 sniper company when it came up against this *shudders*. I couldn't work out WHY they were decloaking when I couldn't even see your units. Didn't make sense! This strat reminds me of what Omniscience used to be before it became terrible. First time that happened to me I was practically screaming in the mic "why the fuck do they keep uncloaking for!?" |