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Author Topic: StuGs and Volks in Synergy  (Read 11357 times)
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NightRain Offline
EIR Veteran
Posts: 3908



« on: February 02, 2011, 03:13:38 pm »

People have been asking me to get a video out to prove how amazing Joint Ops is with a certain Infantry build and as well to see how well StuGs and Volks fair together in Synergy.

So here it is: See how their combat effectiveness works together. Enjoy a fight over church

No this is not a Noob stomp....I think?

British Commandos PQ
American Armor GroundFire

vs

Wehrmacht Defensive Duke von Volk
Wehrmacht Blitzkrieg Count Trollula

[ http://www.filefront.com/17884577/jointopomni.rar ] the holy link


Another Example has awaken.

PQ British Commandos
GroundFire American Infantry

Same players but this time they try something new. Welcome to Allied landing of The Golden Beach nowadays known as the Crimson Beach

Canistershot Stuarts! Tons of them! Light Vehicles! MORE OF 'EM!

http://www.filefront.com/17884818/jointop2.rar

Joint Ops and Omniscience in Good work guys! This is synergy of some sort.
« Last Edit: February 02, 2011, 04:18:23 pm by NightRain » Logged

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Demon767 Offline
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Posts: 6190



« Reply #1 on: February 02, 2011, 03:31:58 pm »

so those are your smurf names

bolokok
Grob88mm
« Last Edit: February 02, 2011, 03:38:22 pm by Demon767 » Logged


Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
RikiRude Offline
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« Reply #2 on: February 02, 2011, 03:43:03 pm »

Volks and stugs have been around for sometime, I just started getting back into things and have still yet to check out any of the doctrines other than armor. I'm curious to see how things have changed.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #3 on: February 02, 2011, 04:09:17 pm »

Another Example has awaken.

Same players but this time they try something new.

Canistershot Stuarts! Tons of them! Light Vehicles! MORE OF 'EM!

http://www.filefront.com/17884818/jointop2.rar
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #4 on: February 02, 2011, 04:11:37 pm »

Volks and stugs have been around for sometime

Noone's arguing that. Some people keep insisting it's shit though Tongue.
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TheIcelandicManiac Offline
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« Reply #5 on: February 02, 2011, 04:14:10 pm »

Noone's arguing that. Some people keep insisting it's shit though Tongue.
the problome with the people who say its shit dont know how to use it  Undecided  sorta like 99.999999999999999999999999999999999999 99% of things that are shit are mostly not that bad.
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Groundfire Offline
EIRR community manager
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Posts: 8511



« Reply #6 on: February 02, 2011, 04:19:34 pm »

Having one type of infantry that can theortically counter any unit (rather cheaply) provided you have enough volks to throw at the problem is not a shit build, tbh, its too good IMO. Smiley
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Tymathee Offline
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« Reply #7 on: February 02, 2011, 05:01:36 pm »

it's a crap build in the way that anyone can do it
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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.
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #8 on: February 02, 2011, 05:05:22 pm »

it's a crap build in the way that anyone can do it

Kruno and Fallensoldier copied our coys. They failed.

They are known as Justinbiebers. Then they switched over to other types
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BigDick
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« Reply #9 on: February 02, 2011, 05:37:16 pm »

the first one was not a good example for the stug-volks effectiveness since the guys you were playing failed to bring out counters they got

they had 1 atg at start and it was sitting idle in the back behind hedges 5 min while they attacked your stug with T17 and tried to buttoned it without having AT around

then there were brought out light vehicles and boysat rifles and thrown against your stugs frontal armor

after almost 15 min in that (22min game) they brought out ATGs

will watching the second replay later
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Groundfire Offline
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Posts: 8511



« Reply #10 on: February 02, 2011, 05:43:07 pm »

I think the synergy lies more in the fact that it's you and myst and not you and some random pickup guy.

Post up another replay where this company functions by itself.
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smurfORnot Offline
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Posts: 4715



« Reply #11 on: February 02, 2011, 06:34:27 pm »

you 2 could probably take shit buildt and it would still work,lol  Tongue
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skaffa Offline
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The very best player of one of the four factions.

« Reply #12 on: February 02, 2011, 06:46:05 pm »

Watched both replays.

I think the strength lies in the mass volks - 2 companies with mass volks equiped with fausts/nades/AN.
If both players have so many volks on the field, they can faust any vehicle they see.
Assault Nades can be used, or the Defensive grenade on volks, to help win infantry battles.
Plus the volks are cheap and spammable but most importantly they are expendable. I see them being rushed in, nade and faust everything, chasing tanks etc., if they die it doesnt really matter - always new fresh volks waiting to take their place. The somewhat endless stream of volks is what makes this strat work, there are so many so it doesnt really matter what happens to them, as long as they use their abilities.
That is what I think is the strenght of this strat, especially when both players are doing it like in these replays.

The rest of the units just back up the mass of volk: panther/stug/88. They work good in supporting the volks, but thats all they do, support the mass of volks.

However, I dont really see Joint Ops putting a stamp on this strat, the strat is mass volks with other units in support. I didnt see too much smoke usage ( prolly 2 in each replay), Keep It Moving looked the same as in the T2 and only a few AN without the icon, which I think is the best buff from Joint Ops and should be used more. However if you spam so many volks with alrdy fausts on them, perhaps muni becomes a problem. Which is good balance wise but you might have to chose and the strat might be less effective.

Your stug can fire that smoke wall and sprint your infantry at enemy positions, or your allies infantry. It is the ultimate Blitzkrieg ability that can ram through enemy lines without them managing to do much.

I missed this in the replays, only once at the start of the first replay which was nice, thats the part I would like to see and I imagine it being awsm when used properly. A bit more tactical as you described instead of the volk masses constantly rushing in, using their abilities then dying or retreating. So I would like to see more smoke + more AN !
« Last Edit: February 02, 2011, 06:51:47 pm by skaffa » Logged

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Mysthalin Offline
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« Reply #13 on: February 02, 2011, 07:05:59 pm »

I'd say that without the use of StuGs, 88s and Panther the volks would really have no chance of unleashing the damage that htey do. Serely because of the kiting the enemy could unleash upon the volks.
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skaffa Offline
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« Reply #14 on: February 02, 2011, 07:13:03 pm »

Ye, especially the 88 works nice imo. But the power lies in the mass volks, wouldnt you agree ?
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Mysthalin Offline
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Posts: 9028


« Reply #15 on: February 02, 2011, 07:17:43 pm »

Most definitely - they are the iron fist of the velvet glove. But, without the velvet glove - one would see the Iron Fist far earlier and the effect would be largely different Smiley.
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #16 on: February 02, 2011, 07:19:49 pm »

Something keeps telling me LW would work MUCH better with this build.
Not only are volks insanely fast and can get to the battle quicker, but supporting stugs can repair and act as quickly turnable ATG's on the frontline.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #17 on: February 03, 2011, 01:01:26 am »

The only reason you don't see much of Smoke useage is because it isn't on cooldown. It comes only with 2 uses. If you noticed I was cycling my stugs the entire game. Totally there were 4 StuGs on field with 1 destroyed and 1 retreated leaving 2 StuGs on the field and one on the reserve. The StuGs keep it moving is what makes it so strong. It brings the infantry to the field and gives that long range AT Support Volks need. If smoke would be on Cooldown with this tier 4 it'd be even better.

The reason I don't spam tons of assaults is indeed the lack of munitions. Ultimately I choose faust over assault but I've managed to increase the ammount of assaults as each callin Will now have one of those. I wish that the smoke would be on cooldown with this Joint Ops.

Like Myst said: Iron fist is nothing without the use of velvet glove. The HMGs would suppress volks far faster if there weren't any keep it moving. I kept my stugs behind to let the infantry move forward (35m rage with keep it moving which is quite huge) so I could move StuGs in if they tried to chase them and attack together with StuGs and volks in each of the battles. The extra pop is nice and provides more reinforcements.

Lightning War is not good with this build: First of all it wouldn't provide anything to my team mate as it'd only buff me. No extra pop, no keep it moving, lower range on smoke and all that. Thus LW build is more for solo actions, Joint Ops is for ultimate team work.

Indeed volks were thrown at the enemy to unload their fausts and their weaponry, same way as allies deal with enemy. Swarm them with infantry. The only problem is: Allies have rarely seen any Axis do it and win.


PS: Groundfire the reason I keep typing "Synergy" is because Mysthalin uses a Volkcompany as well. We both work on it together as a team StuGs with Keep it moving walks handtohand with Volks
« Last Edit: February 03, 2011, 01:07:04 am by NightRain » Logged
Demon767 Offline
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EIR Veteran
Posts: 6190



« Reply #18 on: February 03, 2011, 01:04:24 am »

unimpressed
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #19 on: February 03, 2011, 06:17:56 am »

http://www.filefront.com/17887593/jointops.rar

Replay of Joint Ops without mysthalin. The use is decreased quite a lot due to lack of infantry, other than my own.
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