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Author Topic: US Armor  (Read 4057 times)
0 Members and 6 Guests are viewing this topic.
Mgallun74 Offline
EIR Veteran
Posts: 1478


« on: August 06, 2009, 11:59:51 am »

ok, normally i run infantry, looking to change and run a armor bat...  just looking for some advice on doct choices, and should you put all your mun and as much fuel into buying alot of tanks and so on.
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Freek Offline
EIR Veteran
Posts: 218


« Reply #1 on: August 06, 2009, 12:17:16 pm »

If i were you I'd go max fuel adv, 2 man adv and then 1 mu adv.

Doctrinally, You'll want to aim for either:
Quality through quantity: Masses of shermans and m10's/hellcats with as many doc buffs as you can get for them
Quality through quality: As many pershings as you can get (max 3, but I go with 2 persh and 2 sherms)

For t4's I'd recommend getting OBM, and avoiding the AT rounds t4, because it's just stupid: costs mu to use, need to micro to use (unlike say, HEAT rounds)

Keep your tanks alive, and you'll be overjoyed with OBM.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #2 on: August 06, 2009, 01:31:09 pm »

If you go triple fuel, you can get 2 Pershings and 2 shermans I believe.  Either onboard or next-gen, depending on whether you prefer extra repairs or more damage output.  Field Repairs as the t3, scoot and shoot, tungsten, and mobile warfare for the t2's to buff the tanks you'll be relying on.  As for t1's, definitely flank speed for shermans(overdrive).

For a light vehicle heavy company, mobility is a req'd t1.  You can get 3 shermans, 2 m10's, 1 m18, 2 t17's, 3 m8's, 4 quads, and 3 jeeps for 1625(t3) fuel...t3's would probably be the upgrade to m10's & M18's or tank command with field repairs.  t4 I'd say OBM would be essential...

Generally I'd run 3 fuel and 2 muni advantages(need lots of munis for repairs and upgrades for those tanks/vehicles).  I don't think Manpower is a limiting factor for armor company at all...
« Last Edit: August 06, 2009, 01:33:35 pm by CrazyWR » Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Freek Offline
EIR Veteran
Posts: 218


« Reply #3 on: August 06, 2009, 02:54:45 pm »

Well, I go for 2 manpower and 1 muni because I assume you'll have enough muni's for all the tanks, and don't mind having a bunch of unupgraded infantry. 

But it's fine either way I guess.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #4 on: August 06, 2009, 04:16:04 pm »

1 MP 2 Muni 3 Fuel = 2 pershings, 2 shermans , OBM
Good anti infantry, good attrition

2MP 1 Muni 3 Fuel = 2xM18 4xSherman rest m10s, AP rounds (youll have to wait a week)
Insane AT abilities M18 with AP does massive Tank damage, panther like.

1 MP 2 Muni 3 Fuel = 3 pershings with TBA
TBA Smiley
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #5 on: August 06, 2009, 05:46:54 pm »

For armour based companies (Royal Engineers and Armour Company), there are a few ground rules:

1.  Try to have a tank on at all times, usually a churchill croc/firefly/pershing/sherman, something elite
2.  Invest a lot of munitions into your tanks (i dont mean go crazy and buy every sherman upgrade though)
3.  Whatever your tanks cannot kill, design your infantry to kill, eg.  when i was running 2 Churchil Crocs i oversupplied on PIATs and used Brens a lot as well.
4.  Support your armour and try to get as many repairs as possible.  Also try to mostly buy heavy armour, light armour that is buffed just doesnt seem as good.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #6 on: August 06, 2009, 06:34:22 pm »

Pershing + repair = 60 mun
Sherman + repair + flank speed + upgun =135 mun x2 =270mun

See?

AP rounds is going into a munitions hungry tree already since the shermans must be upgunned and AP is bad on the pershing. I guessing that
2MP 1 Muni 3 Fuel = 2xM18 4xSherman rest m10s, AP rounds (youll have to wait a week)
Insane AT abilities M18 with AP does massive Tank damage, panther like.

should be remade into:
1MP 3 Muni 2 Fuel = 2xM18 4xSherman rest m10s, AP rounds T4
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BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #7 on: August 06, 2009, 07:32:44 pm »

For armour based companies (Royal Engineers and Armour Company), there are a few ground rules:

1.  Try to have a tank on at all times, usually a churchill croc/firefly/pershing/sherman, something elite

i lolled.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #8 on: August 06, 2009, 10:54:20 pm »

what do sandbags do for t17s?
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wildsolus Offline
Donator
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Posts: 807


« Reply #9 on: August 06, 2009, 10:54:56 pm »

health
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RikiRude Offline
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Posts: 4376



« Reply #10 on: August 06, 2009, 11:07:10 pm »


1.  Try to have a tank on at all times, usually a churchill croc/firefly/pershing/sherman, something elite

i lolled.
[/quote]

having a sherman on at all times is great especially against PE, with my infantry company i always have one on about 75% of the time, and it stops your ATG from getting strafed, and you can get rear end pot shots on P4s and such. plus it wrecks axis infantry from afar.
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #11 on: August 06, 2009, 11:28:04 pm »

doubles the HP of them-->uber t17
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #12 on: August 06, 2009, 11:37:14 pm »

Riki, you're missing the point of the post.
Sherman = elite.

Got it now? Smiley.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #13 on: August 07, 2009, 12:02:29 am »

heat rounds suck, dont bring heat rounds into this.
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
RikiRude Offline
Donator
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Posts: 4376



« Reply #14 on: August 07, 2009, 12:46:54 am »

Riki, you're missing the point of the post.
Sherman = elite.

Got it now? Smiley.

haahahahahah! yes =)
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