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Author Topic: [US] Armor company  (Read 9479 times)
0 Members and 3 Guests are viewing this topic.
ShermanFirefly Offline
EIR Veteran
Posts: 65


« on: June 19, 2010, 09:26:10 am »

Hi,

I need some help with building a good armor company company.
I am lv 8 but I lose alot of games, I sometimes lack specific units to counter the enemy.

Please no posts like ''just calliope em all and win''

thanks.
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FireflyDivision
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #1 on: June 19, 2010, 09:36:02 am »

always get upgun on shermans, use m10s and no m18s, dont get so much at guns, you only need them vs super heavies(block heavy with your tank, then pop AP rounds on the atg). rest of your units must be anti-schreck and anti-pak. so get a few BAR squads, a sniper and some jeeps for stormschrecks. mortar also does quite ok vs paks.
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ShermanFirefly Offline
EIR Veteran
Posts: 65


« Reply #2 on: June 19, 2010, 09:45:10 am »

thanks, ill try that.
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ShermanFirefly Offline
EIR Veteran
Posts: 65


« Reply #3 on: June 19, 2010, 09:47:35 am »

do you know a good start callin for armor company? should it be vehicle based?
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #4 on: June 19, 2010, 09:52:18 am »

It really depends, if you have tank coomand you can start with double shermans and something like atg + mg, but that's risky, balanced and safe start can be sherman fully uped + rifles and atg and mg or smth.

Aswell you can try light vechicle start 2 m8s + atg + rifle squad.
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kwiatekkek Offline
okultysta, mistyk, szachista i alpinista.
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Posts: 702



« Reply #5 on: June 19, 2010, 09:57:55 am »

triple fully  upgraded m8s with batle improvements and mobility.


...they will go  throught bone like butter...
 Grin
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"L2P" is like a Auswitcz tattoo on your arm, a mark of the survivor.
*cough* Team Lead is Allied bias, just FYI
kwiatekkek Offline
okultysta, mistyk, szachista i alpinista.
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Posts: 702



« Reply #6 on: June 19, 2010, 10:01:58 am »

i also tried
1 fully  upgraded  shermie(without mineflail)
1 fully upgraded rofles
1 apr atg
and hmg


it worked...
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Hicks58 Offline
Development
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Posts: 5343



« Reply #7 on: June 19, 2010, 10:11:00 am »

Dual Sherman start, both with Upgun & .50cal as a necessity. Works quite well for shock tactics and most starts which don't have a Panther + any other AT supplement.

You have to leg it if you see a Tiger though, as you need shit hot micro to win that engagement, and chances are it's ME and your gonna have Shrecks or Pak's on your arse in no time.
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
ShermanFirefly Offline
EIR Veteran
Posts: 65


« Reply #8 on: June 19, 2010, 11:41:27 am »

thanks for helping all,
more advices are welcome
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MonthlyMayhem Offline
EIR Veteran
Posts: 164


« Reply #9 on: June 19, 2010, 11:54:29 am »

For my armor company as my start I run a engie with mines sniper halftrack mg AT gun w/ AP rounds and zook Rifles.
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aka Maysauze/MrGamenWatch
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #10 on: June 19, 2010, 12:54:45 pm »

my armor company start is just a normal one:

2 rifles w/ bars/stickies
mg with ap rounds
atg with ap rounds
minesweeper
engie with mines/flamer
mortar

Apart from that, there are 100 different ways to play armor and be successful.  It depends on what tree you went and what units you like to use/are best with
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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
ShermanFirefly Offline
EIR Veteran
Posts: 65


« Reply #11 on: June 24, 2010, 08:30:18 am »

thx all.

I have calliope and pershing unlocked.
Is it a good idea to have then both in my company or shall I choose between them?
Because calliope and pershing cost alot of fuel, I have fuel left for a sherman or m10.
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Silverstone Offline
EIR Veteran
Posts: 132


« Reply #12 on: June 24, 2010, 08:35:39 am »

Ouch, classic mistake. It's really helpful to focus on one of the two. That way you can spend more resources on supporting them or building your company between them. I'm not saying calli/pershing companys won't work, but they do cost alot, leaving you with few other vehicles.
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ShermanFirefly Offline
EIR Veteran
Posts: 65


« Reply #13 on: June 24, 2010, 09:17:07 am »

which one would you choose? I cant decide, both are helpful:
Calliope: useful for taking out well defended areas and killing support weapons and paks etc.
and can be used to take down a vehicle or some inf. (I have next generation vehicles)
Pershing: counter to the heavy axis armor, many players have tigers panthers etc.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #14 on: June 24, 2010, 09:20:46 am »

wrong way to use a pershing tbh, should be using stickies and AT guns vs heavy Axis armor while Pershing mops up the infantry support and light vehicles.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #15 on: June 24, 2010, 09:39:18 am »

Pershings are very good heavy tank killers if you support them with at least one other piece of AT. You can sit and slug it out with a Tiger and have a chance of winning if the statistics are on your side... But I'd recommend against it.

But your right... Pershings make excellent infantry killers. My first Pershing that I field is starting to average 30-40 infantry kills and a handful of light vehicles/heavy vehicles.

Oh, and while the Pershing can take a hell of a beating... It's not invulnerable. Attacking more than one AT gun at a time is stupid to put it mildly, and Shrecks can very quickly ruin your day if you leave them running around unchecked. However, used properly, it can take the heat from AT while less sturdy armour does it's job - For a little while.

Oh, and as for getting A Pershing or a Calli... I'd get both. Early game you roll out with the Calli, put the hurt on support teams, then late game you roll with the Pershing when the AT is thinned out or the krauts start fielding their own ace's from their sleeves. All the while you'll have plenty of munitions to field ATG's and upgraded rifles with the occasional HMG.
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MonthlyMayhem Offline
EIR Veteran
Posts: 164


« Reply #16 on: June 24, 2010, 10:36:39 am »

Pershings are only good vs Axis heavies up close, if you try to fight against a panther at range you'll lose.
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #17 on: June 24, 2010, 10:38:20 am »

you dont wanna use pershings vs axis heavies AT ALL.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #18 on: June 24, 2010, 10:39:09 am »

you dont wanna use pershings vs axis heavies AT ALL.

Only with AP rounds as those help vs Panther armour and Tiger/KT.
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ShermanFirefly Offline
EIR Veteran
Posts: 65


« Reply #19 on: June 24, 2010, 10:42:27 am »

you dont wanna use pershings vs axis heavies AT ALL.

Only with AP rounds as those help vs Panther armour and Tiger/KT.

HVAP?
whats the effect? is it something like ap rounds of at guns? (short duration)
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