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Author Topic: Luft doc build  (Read 6201 times)
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fox781 Offline
EIR Regular
Posts: 2


« on: November 27, 2010, 06:33:35 pm »

So i'm looking to find some ideas for my luft doc if you have any suggestions or entire builds i would greatly appreciate it
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Heartmann Offline
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Posts: 1776



« Reply #1 on: November 27, 2010, 08:54:06 pm »

In what way do you want to play ^^
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Smokaz Offline
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Posts: 11418



« Reply #2 on: November 27, 2010, 08:57:36 pm »

Im finding dual T3s to be good for making FJ's frontline infantry
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Katusha Offline
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Posts: 989



« Reply #3 on: November 27, 2010, 11:25:12 pm »

i would love to be an apprentice of an expert luftwaffe commander!
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Heartmann Offline
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« Reply #4 on: November 27, 2010, 11:28:00 pm »

Erm well dont know if im and expert but i do use them A LOT!

As I said its all to do with play stile, Smokaz is right, The Ab armour and extra health sure does give them more of a survivability, but in my opinion, since they don't have a Suppression braker, you aint gonna use em good enough.

Im going to go T4, to get evasive manoeuvres, so that Fjs can move  AND get the ambush bonus, But its also What is your play stile? Do you like up close and personal or Hit and run tactics!
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fox781 Offline
EIR Regular
Posts: 2


« Reply #5 on: November 28, 2010, 11:30:46 am »

Do you like up close and personal or Hit and run tactics!
Well i am more of a up close and personal. but i'm just trying to see what everybody else does im just looking for ideas from everyone else  Smiley
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Smokaz Offline
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Posts: 11418



« Reply #6 on: November 28, 2010, 11:51:39 am »

Fartman likes behind and impersonal
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11on2d6 Offline
EIR Veteran
Posts: 193


« Reply #7 on: November 28, 2010, 12:22:44 pm »

hey does anyone know what the AT rifles in the luft doctrine do? Im thinking of doing a ground force spam with the crete vets t4 for the free fg42 and then buying 2x g43's for the units. I figured that should give them quite a bit of firepower. However if I want to stay in the "theme" of only using ground forces Ill have to use AT rifles to support my marders, and I dont know how effective they are.

plz help Smiley
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MultiDoc Offline
EIR Veteran
Posts: 225


« Reply #8 on: November 28, 2010, 12:29:46 pm »

hey does anyone know what the AT rifles in the luft doctrine do? Im thinking of doing a ground force spam with the crete vets t4 for the free fg42 and then buying 2x g43's for the units. I figured that should give them quite a bit of firepower. However if I want to stay in the "theme" of only using ground forces Ill have to use AT rifles to support my marders, and I dont know how effective they are.

plz help Smiley

Only against light vehicles, against tanks they don't do anything really.

If you';re going for infantry orientated Luft company, i'd highly recommend getting the medikits.
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11on2d6 Offline
EIR Veteran
Posts: 193


« Reply #9 on: November 28, 2010, 12:33:43 pm »


Thanks for that....they dont really sound very useful then Sad, oh well...

yea the medkits are probably a good idea Cheesy, actually I was just thinking of maybe getting improved logisitcs, would give my 3xg43's per squad, but then I lose out on the free fg42 so its a trade up. I did consider just going fortress europe but it looks like a really crap t4 imo. Perhaps I could go double t3 and get monte casino and Logistics so I could cloak and have 3x g43's. Or I could get scout training...but the buffs for ground forces are very minor...just bring +5 hp which doesnt seem to really make much dif imo. 

anyone got any advice?
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Heartmann Offline
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Posts: 1776



« Reply #10 on: November 28, 2010, 12:41:58 pm »

Look AT rifles are great! Light vech, are your biggest problem out there, M10s and shermans, THEY are not supposed to be able to be killed by your inf, tahts what tmarders are for, use them in coordination, hitting a tank in the arse Is great with at rifles, and they are great in supporting against t17 and m8s and tets, since at rifles do a lot of dmg towards them, or atleast enough so the marder is able to finish them off.


And Smokaz, if your mom cant stop talking about me, and you know are curious them come and have a taste, dont stay here and weep about it Wink

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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #11 on: December 03, 2010, 09:43:29 pm »

I just decided I'd hijack this thread considering my question is along the same lines.

What is special about FJ Tank Busters? If I recall correctly, they're a three man squad.. What armor type do they have, what special abilities etc do they have that makes their high MU cost justifiable?

Thanks!
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Smokaz Offline
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Posts: 11418



« Reply #12 on: December 03, 2010, 09:45:26 pm »

4 man squad, 2 shreks
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Illegal_Carrot Offline
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Posts: 1068


« Reply #13 on: December 03, 2010, 10:11:31 pm »

IIRC they're just a FJ squad with two Schrecks and nothing else to justify their higher cost.

There's some discussion about them here, and the general consensus is that their not worth it at all.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #14 on: December 03, 2010, 10:57:06 pm »

Is it somewhat dubious whether or not their cost is 100% correct?

Probably.

Is it .. the only way other than a tank hunter (upcoming) doctrine choice Luft deploys a double shrek infantry squad?

Definitely. Dont underestimate the choice a double shrek squad gives. It gives a huge alpha when it hits. A lot of the other doctrines dont have double shreks or even comparable handheld AT.

Are infantry halftracks extremely deadly against shermans, cromwells etc in close quarters with 2 shreks inside?

Absolutely.

Regardless of the perceived cost-effectiveness, this unit selection is unique! With the top T4 it becomes luftwaffe with stormtroopers - PE with all the nasty tricks of double shrek stormtroopers - but even better - it's stormtroopers that gain +33% accuracy in cover and +25% penetration from a ambush. Is this unique and superior to all other axis infantry based AT options? Yes.

There's plenty of other stuff to hate, quarrel and grieve about, this is a diminituive issue in comparison.
« Last Edit: December 03, 2010, 11:01:28 pm by Smokaz » Logged
Illegal_Carrot Offline
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Posts: 1068


« Reply #15 on: December 04, 2010, 12:15:27 am »

Quote from: Smokaz
I didn't want to derail this thread, so I posted my response in the 88 thread.

http://forums.europeinruins.com/index.php?topic=17302.msg300459#msg300459
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #16 on: December 04, 2010, 08:48:17 am »

Quote
PE with all the nasty tricks of double shrek stormtroopers - but even better - it's stormtroopers that gain +33% accuracy in cover and +25% penetration from a ambush. Is this unique and superior to all other axis infantry based AT options? Yes.

but u dont need that with storms,quite a bit of time,you can go very close and hit tanks from rear/side,so u will rarely miss or not penetrate,and penetration is not that much needed anaways?! schrecks penetrate most of allies armor 'easly'...
you would have them rather than storms?!
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sheffer Offline
EIR Veteran
Posts: 593



« Reply #17 on: December 04, 2010, 09:11:46 am »

schrecks penetrate most of allies armor 'easly'...

 schrecks penetration for Cherchill\Pershing - 0.52\0.45.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #18 on: December 04, 2010, 09:18:26 am »

schrecks penetration for Cherchill\Pershing - 0.52\0.45.

I said most... and u dont wanna shoot churchil and Pershing from front if u dont have to...because when they fire back at u,1-2 men less very probably...
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #19 on: December 04, 2010, 09:28:26 am »

shreks have 0.81 pen vs Shermans, if I happen to remember correctly..

Which means 1.25 pen would be VERY useful. (put it to guaranteed 100 percent pen).
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