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Author Topic: Play without Anti-tank Guns  (Read 8887 times)
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Warlight Offline
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Posts: 304


« on: August 29, 2009, 12:29:36 pm »

So as I was making m STuG kampfgroupe last night.  I was thinking about things that I’ll have weaknesses against.  Mainly, why building a company with an edge towards realism won’t work.  And those old war films about the American and German infantry weapons got me thinking to.



This army will likely fail, not as much because STuGs are somewhat fail.  But because I only have one ATG. 
Why is this Problem?  Because STuGs stand a chance in a tank battle with Sherman’s, but when ATG’s are more abundant than tanks, then tanks, especially ones without turrets are screwed.  When an ATG can bounce (not penetrate) a round and still take of a fourth my STuG’s HP, that’s no good.

So I have two options, run a conventional company with lots of ATG’s or push ahead with this one and see how it works. 

But there may be another option. 

I Challenge you to make companies, that don’t depend on Anti-Tank guns for support. 

What does this leave you with? 
For Whermacht you still get:  Fuasts and Shrecks, STuGs, P4s, Mines, Panther, Tiger, 50mm Puma,

For American you still get: Sticky Bombs, Shermans, M10s, and M18s (I think everyone gets those), Zooks, and RRs.

Brits get: Button and Piet, Button and Cromwell, Button and Churchill, 17 pounder (Yea I know it’s an emplacement, probably like most ATG’s should be)

And for PE, (a side note, if you play PE your already used to not having an ATG to lean on and this puts you at an advantage in a way.)  But you have similar tools as the whermacht, with the addition of the Marder III, the 50mm HT, and if you’re one of the brave few who play Tank hunters, the Hetzer and the Jagd (maybe).  Though really, we should count the 50mm as an ATG so I encourage you not to spam them or use them at all.

Now before you go and crap your pants and flame me this is my disclaimer:
I realize that COH was not balanced to be played without ATG’s, particularly this mod.  We already have balance issues and giving up Anti-tank guns for whatever reason will not go over well with some players.  Secondly, the problem of ATG’s could be 100% in my imagination so I will keep playing games with my no (minimal) ATG company to see if it’s just me.

So keep playing however you want to play, but if you feel like giving this a go, post that you will and maybe we can arrange some games. 

One more thing, why do I think it’s a good idea to use less Anti-Tank Guns? 

First; it knocks one of the legs out from under the stool that is Support weapon spam.  Support weapon spam only works if you can cover infantry, tanks and arty.  Without ATG’s your games will become more dynamic, and will give lesser tanks (Sherman’s and STuGs) a chance in battle again.

Secondly; with the munitions you save from not having ATG’s you can you can get tank and infantry upgrades.  Also, with no ATG’s it makes a better to field Half tracks of all sorts.  Remember allies, Sticky bombs still Rape halftracks.

Thirdly; I thought I had more reasons, but I pretty much covered all of them in the first reason, a more dynamic game is generally a more fun game.

A side note, on Light Armor, it’s something we have to expect, it might be mitigated by the fact that there
will be more tanks on the field but of course it will be strengthened by the fact that its biggest enemy, the ATG is gone. 

On a final note, right or wrong, my gut tells me that the game would be better without ATG’s at least with  ALOT fewer.  But the only way we will find out, is if we try it out. 

 
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Freek Offline
EIR Veteran
Posts: 218


« Reply #1 on: August 29, 2009, 12:38:16 pm »

Ever beat a supported KT without any ATG's?

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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #2 on: August 29, 2009, 12:41:47 pm »

Keep in mind that more action = more chaos in most cases, atgs, and paks are currently must have most cost effective anti tank weapons. And PE has semi atg = 50 mm ht.

Paks and Atgs stops you from mindless rush on enemy it forces you to flank etc (if you play diffrent maps then rtc :p ).
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #3 on: August 29, 2009, 12:42:01 pm »

You're not really proposing anything new : 8 stug armies with no ATGs have been tried before, and they have been used to great effect(particularly with such buffs like GS or HR).

My Recon Tommy Army only used 1 6pdr, and 2 fireflies, with the 6 pdr being used only once every 3-4 games, and it's win-loss ratio can be clearly seen. I have only once actually been worried about running out of AT with that company Wink.

So yeah, I doubt you'll recieve much flak about this.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #4 on: August 29, 2009, 01:31:23 pm »

You're not really proposing anything new : 8 stug armies with no ATGs have been tried before, and they have been used to great effect(particularly with such buffs like GS or HR).

Back in EIR, atm..... it would be quite a challenge.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
GeneralGlacko Offline
EIR Veteran
Posts: 134


« Reply #5 on: August 29, 2009, 01:35:01 pm »

I used to play without atg's to good effect back in 006 and had mixed results because I used a defensive company to reduce support weapons to 0 effectiveness but relied heavily on 4 shrecks and 4 stugs to pick up the slack along with fausts on half my volks. In some cases they had large numbers of light armor,etc which suppressed my inf at and shermans which blew away my stugs, but 007 is a new war, new tactics and ive had to adapt by adding one atg to hold down a flank to good effect.........when its not being circle strafed by 4 t17s with stun.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #6 on: August 29, 2009, 01:35:37 pm »

Night Rain and a couple of his friends are doing it, with OK results.

I also did it in a version of 006, using volks with fausts as mainline AT. The not-so-famous cheapskate company.
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GeneralGlacko Offline
EIR Veteran
Posts: 134


« Reply #7 on: August 29, 2009, 01:37:27 pm »

And the sad thing is with PE Luft I can get up to 2 Atg's, an hmg and a mortar just from support weapon spam in this war.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #8 on: August 29, 2009, 02:00:12 pm »

Actually I was playing with Ampm last night and the stug subject came up.  He used to run an all stug company but said that it wouldn't work these days because of the amount of counters that OF/TOV brought (piats, button etc.) meaning that stugs can't be used to assault a position anymore which is what he was able to effectively do with them in old EIR.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #9 on: August 29, 2009, 02:01:08 pm »

light armor rushes will own you. m10s will own you since they will rush you. without paks you will get owned. 57mms rape stugs hard core and you lose a vast amount of Anti Infantry using stugs. this company is fail.
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Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #10 on: August 29, 2009, 02:07:29 pm »

I run a 'Stug orientated' company myself, existing primarily out of grenadiers and... well stugs Tongue.

Here are some of my observations:

StuGs can replace PAKs just fine, they offer a fuel based alternative to an otherwise munitions intensive unit. Successfully running StuGs as your mainstay AT however will generally require a better player, this is because of various reasons. For one the Stug can not simply cloak and ambush from cover like a Pak can, there is no 'surprise' element and with Stugs having less range on top of this your enemy will always see it coming before it manages to get a shot off. And don't even get me started on the pathing, right?

In addition you could argue that with the much needed side skirts and repair upgrade on Stugs, allowing you to compensate for the lack of recrewability, you are almost at a 100 Munitions, making them barely less 'munitions intensive'. Not only that, despite being 8 pop, 4 more pop than an ATG, the StuG requires a minimum of at least 1 additional AT piece (preferably a panzershreck) to be in its vicinity to ensure that it will be successful. That's at least 13 pop required on 'AT duty', leaving only 12 for AI. Now if you were to start with a pak and a panzershrek you only spend 9 pop on AT, allowing you to spend an additional 4 pop on anti-infantry.

So the real question is: is it worth it?
The Stug does have some benefits over Paks, it requires a different counter than the PAK and it's more manoeuvrable (despite its pathing flaws) but personally I don't think that makes up for these downsides. So people running Stugs as their mainline AT, while perhaps being successful, are actually just making it difficult for themselves. I know I don't run the Stugs because it's 'better' than using Paks, I just use it because it's a different approach and it's fun.


As for your arguments in favour of 'cutting down' on anti tank guns...
While I full heartedly agree that tank vs tank combat is more enjoyable, combined with perhaps some infantry-based AT weaponry left and right, it's simply not desirable from a balance point of view.

57mm ATGs are probably the backbone of any US player's company.
This is because for one US players lack the powerful non-doctrine specific infantry AT weaponry that axis have access to. Secondly, US tanks are generally inferior to their axis variants and the US lacks a non-doctrine specific, dedicated heavy AT tank like the Panther. In a situation where you want to encourage 'Tank vs Tank' combat you can only end up with one certainty: axis supremacy.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #11 on: August 29, 2009, 02:36:40 pm »

I've run a company without atgs before and was quite successful, but it fails against heavy tanks.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #12 on: August 29, 2009, 04:38:51 pm »

I tried all stugs + 1 panther company, but it didn't really work out. (also because my infantry platoons were messed up).
Now I gave those up for 1 StuH, 1 P4, upgun puma's (2) and a flammen HT.
And it's working better than my previous setup, or atleast it did so for me.
Logged

"Chance favors the prepared mind"
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #13 on: August 29, 2009, 05:18:13 pm »

I'm running:
3 Stugs, 1 Geschutz, 2 PzIVs, 2 FlameHTs now and it's working out pretty good.
I also have a Pak again now though, and an extra panzershrek.
Logged
Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #14 on: August 29, 2009, 06:16:30 pm »

Do you guys callin infantry with your tanks (P4's, Panthers, ...)?
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #15 on: August 29, 2009, 06:19:04 pm »

You should NEVER call in infantry with your big heavy tanks.
The only thing that might make sense is a bike for tanks that benefit from long range combat.
(Geschutzwagen,Improved barrels Panther etc.)

But most of the time its better to keep them as seperate call ins to avoid popcap issues.
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #16 on: August 29, 2009, 06:35:53 pm »

You should always have support on at the same time as your tanks, but not in the same call-in
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
gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #17 on: August 29, 2009, 07:06:40 pm »

I think the better question is should stugs be able to replace any and all AT?

Stugs are tank destroyers, the equivelent of perhaps a M18.    Do any of you think an eight M18 company with the 50cal and no ATGs would have a remote chance of success?

If not, then why should stugs?  Stugs are not mainline tanks, they are AT support like M18s.    We should not expect a stug spam company to work for the same reason we don't expect a M18 spam company to work.
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #18 on: August 29, 2009, 07:21:02 pm »

stug only as at doesnt work tbh. it just sucks because they get raped so hard by atgs
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #19 on: August 29, 2009, 07:23:11 pm »

Actually GG, you can run a successful Ami company with no AT other than M10/M18.
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