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Author Topic: Need help with US (Armour)  (Read 7755 times)
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jemzlee4 Offline
EIR Regular
Posts: 2


« on: November 13, 2011, 07:55:12 pm »

I am new to EIR:R and i chose Armour because i like using tanks. Can anyone help me start off and tell me a simple build, as in the company and doctrine? Tips on how Armour fights would also be awesome.  Smiley
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Hicks58 Offline
Development
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Posts: 5343



« Reply #1 on: November 13, 2011, 08:17:48 pm »

Good bread and butter starting call in would be:

1x Riflemem w/BAR & Stickies
1x Sherman w/Upgun, .50cal, repair and (OPTIONAL) smoke
1x HMG
1x ATG w/AP rounds

Your armour set up would depend upon the infantry that you'd back it up with. If you want to run a lot of BAR Riflemen, go with as many M10's or M18's as you can hold after your initial Sherman, if you prefer Sticky Riflemen, go with Shermans in reserve.

Whatever you decide for your armour, keep between 3-5 ATG's with AP rounds in reserve and at least 2 HMG's.

The idea of playing Armour is to use your tanks as support for your ATG's and your HMG's. Keep a Rifleman squad in front at all times to screen for the enemy, then bring up the neccessary tank or support weapon as desired. Slow and steady creeping advance, don't rush it, take your time.

Also, keep Riflemen call-ins in pairs of riflemen, or your going to be ramping up your call in timer very fast.

There's my handful of tips that should get you on your way for now until I can come up with something while I'm not very tired.

Hope it helps.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #2 on: November 13, 2011, 08:29:55 pm »

For Doctrine unlocks I buy Pershings and Double repair.

Pershings are your rapeface heavy tank so you buy two of them and buy two repairs on both of them.

Then go middle T4 as it will help your survivability and give you HE rounds.

HE rounds is to be used when you are already within range of a PaK and they allow you to decrew them in 2 or so shots.

HE rounds is ineffective against moving infantry unless it is a massive blob charging your persh.

HE rounds can also fire over destroyed buildings.

Every time you get to 40~50% hp move back and repair. Out attritioning the enemy is key for this company.

Don't fight enemy heavy armour unless you got a good flank on a injured tiger I, its just not worth it otherwize.

And yes, fill your company with many bars 3-4 atgs with AP rounds support.

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RikiRude Offline
Donator
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Posts: 4376



« Reply #3 on: November 13, 2011, 09:15:06 pm »

Honestly it depends on what kind of tanks you like using.

If you like using tank destroyers like the M-10 and m18s, go with hvap
If you like using pershing offensively, hvap
If you like using pershing defensively, USK... but dont use the HE rounds on it (unless you are shooting over buildings)
Calli, urban survival kit
Sherman, for AI duty, USK
Sherman for AT... dont do it, it makes the most sense to use m10s, m18s, and pershings with hvap
Crocs, USK, or dual T3s
M8 spam, hvap
t17 spam, USK

the bottom T4 is fantastic, but i feel like it is a more advanced T4, depending on what you want.

personally my favorite that i have been using is NGV, and OBM, this allows me to repair and move (my MGs can fire) which is great, because im the kind of person that when they decide to finally repair, if something is chasing me ill probably get killed, so it gives me leeway.

i use this with T3 FU upgrade, and I run 4 crocs, 2 m18s, 2 T17s, and a quad.
the 4 crocs (which have full upgrades) allow me to lay down some serious AI power, and they can take a beating, and if i get low on health facing say an atg, or shreck squad, i can start repairing and still have my .50 lay down fire on them while i repair. I've also used a repairing croc to take shots for my allies vehicles, because the extra 25% repair means i need to take a lot of hits before i cant repair all the way.

The 2 m18s are there for that much needed extra at capability or to hunt down tanks. and to be honest you really dont need more than 4-5 crocs with double repairs. there simply isnt enough axis infantry for make that necessary.

The T17s are great to run to wear down infantry as well as cap.

The rest of my company is rifles 4x two rifle call ins, 3x atg/.30 cal pairs, then assault engs.

This has been my personal most successful and most fun armor company i've ran. and i think it does well against axis because crocs fucking rule against axis infantry, and the MG on top makes things even better, it's also very hard counter focus. use ATGs to fight tanks, and use crocs to fight infantry, rifles are just there to recrew weapons.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #4 on: November 14, 2011, 02:12:35 am »

Do not play armor doctrine, they are seriously underpowered.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #5 on: November 14, 2011, 02:32:58 am »

Dude I have a dope armour company. Too bad my 700 xp panther died, but that just makes room for more M18s and T17s. Armour is good as is.
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #6 on: November 14, 2011, 05:34:38 am »

Armour is dope a fuck. Almost as good as Infantry, almost because Infantry owns. Go Mobile Warfare, spam whatever the fuck you want because nothing can kill you.
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Mister Schmidt Offline
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Posts: 5006



« Reply #7 on: November 14, 2011, 06:46:39 am »

Armour is underpowered... Lol wut?
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #8 on: November 14, 2011, 08:46:37 am »

Are you kidding? they only have buffs to tanks. The only good strategy is M18 spam and even that fails if your opponent has 88s or tank destroyer doc which completely nullifies your tanks and your infantry and support weapons are inferior since they don't have any buffs.
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #9 on: November 14, 2011, 09:09:44 am »

Are you high? ATGs don't need buffs, riflemen don't need buffs and your vehicles get dope buffs. Seriously just try Mobile Warfare and see how broken it is. 88s can be easily overwhelmed on most maps, by armour no less. Tank Hunters are annoying but m10s still rape everything PE can field bar teller spam.
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #10 on: November 14, 2011, 09:18:22 am »

We are not going to turn this into a balance discussion gents....

jemzlee4, please ensure you have watched all of the tutorials please.
http://forums.europeinruins.com/index.php?board=44.0
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Tymathee Offline
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Posts: 9741



« Reply #11 on: November 14, 2011, 09:21:02 am »

pony, just cuz only you can use m-18 spam in armor doesn't mean its the only strategy.

back on topic...

it depends on if you have good tank micro or not jemz. If u have real good tank micro, i'd go with a pershing build, if not, go with tank destroyer spam. If ur good at using tanks as a thrust go with the top t4, the bottom two t4's are best used in support, especially mobile warfare as u can get in and get out quicker than any axis tank with the speed buffs.

the top t4 allows u to take on pretty much any axis tank with the dmg and pen buffs and the middle t4 allows u to rape infantry  with either callies or shermans.
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jemzlee4 Offline
EIR Regular
Posts: 2


« Reply #12 on: November 14, 2011, 12:27:06 pm »

Oh wow. Thank you everyone tips and builds. Tank130 i did watch the videos but they were just on how to basically put units into the boxes and click stuff, so i just wanted some help with actually playing the doctrine. Sorry for causing a dispute lol
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Hicks58 Offline
Development
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Posts: 5343



« Reply #13 on: November 14, 2011, 12:29:45 pm »

Are you kidding? they only have buffs to tanks. The only good strategy is M18 spam and even that fails if your opponent has 88s or tank destroyer doc which completely nullifies your tanks and your infantry and support weapons are inferior since they don't have any buffs.

As a 250+ game Armour player, I'm inclined to say you fucking suck if you think Armour is under powered.

You can make strong builds out of every T4, and even with a certain T3 c-c-combo (Moving repairs and main gun repairs).

For the most part, Riki and Dark have it spot on for Armour.

If you want to run Pershings btw, having 4-5 ATG's is essential, and if you can sly a in Sniper (You'd have to sacrifice BARs) all the better. Have your ATG's follow your Pershings around like lost sheep - The Pershing will mercilessly mince any infantry that try to get into medium range or closer (Unless your HVAP) while the ATG will stop any armour rush cold combined with the Pershing's help.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #14 on: November 14, 2011, 12:55:26 pm »

Oh please, you lose every single game you play as armor, how can possibly argument for it?
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marda145 Offline
EIR Veteran
Posts: 219


« Reply #15 on: November 14, 2011, 01:21:13 pm »

As a 250+ game Armour player, I'm inclined to say you fucking suck if you think Armour is under powered.

You can make strong builds out of every T4, and even with a certain T3 c-c-combo (Moving repairs and main gun repairs).

For the most part, Riki and Dark have it spot on for Armour.

If you want to run Pershings btw, having 4-5 ATG's is essential, and if you can sly a in Sniper (You'd have to sacrifice BARs) all the better. Have your ATG's follow your Pershings around like lost sheep - The Pershing will mercilessly mince any infantry that try to get into medium range or closer (Unless your HVAP) while the ATG will stop any armour rush cold combined with the Pershing's help.

The only question now is, how to deal with ninjapaks...
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MorkaandBorka Offline
EIR Veteran
Posts: 1464



« Reply #16 on: November 14, 2011, 01:25:22 pm »

Tbh armour isnt that great, I would take airborne at any point with a doctrine or not over armour any day.  Its only really great used in the best of hands, but at that point anything is really.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #17 on: November 14, 2011, 01:26:03 pm »

Filter with Riflemen then flank or mortar or Calli them as far as Paks go.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #18 on: November 14, 2011, 01:40:41 pm »

Filter with Riflemen then flank or mortar or Calli them as far as Paks go.

Or use the offmap that instantly reveals all paks on the entire map.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #19 on: November 14, 2011, 01:45:48 pm »

My dual pershing combo always failed, I performed much better with M10s and M18s with HVAP, it works really well against heavy armor, especially since so few players actually know how to micro or support them properly.

But the thing is, let me take an example scenario to explain this: you go up against a Tank Destroyers player with teller mines, shreck halftracks and APCR marders, a Blitzkrieg player with shreck stormies and paks and a Luftwaffe player with 88s and henschel runs. Your M10s/M18s which you rely on to 99% are now completely nullified and your riflemen, mgs etc are going to be inferior because they have no buffs and the enemy does. Futhermore they have no healing and armor has no single good offmap.

So aside from providing Calliope support in larger games, I cannot see any reason why you would choose armor as a competitive choice.
« Last Edit: November 14, 2011, 01:48:36 pm by PonySlaystation » Logged
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