*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 17, 2024, 06:41:11 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: Armor Company help  (Read 5786 times)
0 Members and 5 Guests are viewing this topic.
Daereon Offline
EIR Regular
Posts: 47


« on: June 28, 2008, 08:05:04 am »

So... my little brother already has an account for some time, but he rarely plays.... Trying to get him in it again, so I was just wondering, could a good armor company give him some pointers?
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #1 on: June 28, 2008, 08:25:51 am »

OB mechanics, lots of shermans, no upguns, some AT guns =).
Pershing or Calliope I guess.

Put all RBs in Fuel.
« Last Edit: June 28, 2008, 09:04:47 am by Unkn0wn » Logged
They Call Me SpitFire Offline
EIR Veteran
Posts: 563


« Reply #2 on: June 28, 2008, 08:52:58 am »

First off an armor player should save all his munitions for his infantry.Unless you want a .50cal. Do have 2-4at guns. Put all your fuel into shermans,and m10s. The way I see it armor players work really well with infantry&airbourne. Always support your tanks with infantry. 1-2rifles per tank will work. Make sure to make your callins for tanks 1tank per platoon. If you have 2 twelve pop shermans in one callin and you get outpopped you can't call them in later.
Logged

Nothing compares to a quiet evening alone
Just the one-two of us, who's counting on
That never happens
I guess I'm dreaming again
Let's be more than
No, oh
Crush
Crush
Crush
Crush, crush
(Two, three, four!)
salan
Guest
« Reply #3 on: June 28, 2008, 08:56:23 am »

a lot of people would say otherwise about ammo ONLY for inf.


Logged
BlahISuck Offline
EIR Regular
Posts: 8


« Reply #4 on: June 28, 2008, 08:59:12 am »

what about Sherman crocs
Logged
They Call Me SpitFire Offline
EIR Veteran
Posts: 563


« Reply #5 on: June 28, 2008, 09:00:43 am »

Ehh the sherman upgrades are good, but they don't help me much.
what about Sherman crocs
Yes I forgot I don't advise a full out croc spam, or you could get out tanked. So 1-2crocs should be about all I think you need.
Logged
BlahISuck Offline
EIR Regular
Posts: 8


« Reply #6 on: June 28, 2008, 09:06:41 am »

um based on the post "Make sure to make your callins for tanks 1tank per platoon.", how many shermans and wolverines are u gonna have overall in ur company?
Logged
Prydain Offline
EIR Veteran
Posts: 287


« Reply #7 on: June 28, 2008, 09:17:25 am »

You may need 1 Croc with the dozer upgrade if you can spare the munitions when attacking. It is too easy for the axis to lay tank traps stopping circle strafeing of PaKs; Armour company is reliant on keeping your tanks on the field.

.50 on the Sherman is useless when considering the rest of your company does need to support your tanks with anti-infantry weapons and stickies.
Logged


The Germans in Greek
Are sadly to seek;
Not five in five score,
But ninety-five more;
All, save only Hermann,
And Hermann's a German.
BlahISuck Offline
EIR Regular
Posts: 8


« Reply #8 on: June 28, 2008, 09:21:24 am »

how about greyhound ac?
to me it just looks like they suck a lot of pop
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #9 on: June 28, 2008, 09:24:56 am »

Don't bother, ever since they got nerfed they're worthless.
Logged
BlahISuck Offline
EIR Regular
Posts: 8


« Reply #10 on: June 28, 2008, 09:25:44 am »

o just out of curiosity, do they have the "AC" effect? (PE ac, that 1 hits infantry)
Logged
Prydain Offline
EIR Veteran
Posts: 287


« Reply #11 on: June 28, 2008, 09:53:43 am »

They kill retreating vet3 snipers even when the sniper is almost out of range of the main gun and the M8 has an 88 firing at it. So yes, infantry snipe FTW.
Logged
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #12 on: June 28, 2008, 10:05:09 am »

Logged

Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #13 on: June 29, 2008, 10:32:46 am »

First off when making a new company buy your tanks first. I personally don't care for crocs, insted i perfer un-upgunned sherman with a .50cal. Don't ever get the upgun, just don't you waste fuel go buy some jeeps or M8's with extra fuel. RB's in fuel is a focus but remeber that you'll need some MP RB's aswell. After you got your shermans I would go for your ATGs. I perfer to have a sticky with an AP ATG. I carry 3 of them in all of my companies. Now I personally like to have a lot of weapon teams using MGs as my main infantry with rifles backing them up. I would recommend getting onboard and a pershing, it is a really good combo to have. The Pershing is very good against infantry and has large splash dammage. Plus shreks have like a 60% penetration rating against frontal Pershing armor which allows you to engage at max range and unload on those shrek squads. Just watch out for Paks, they penetrate a lot. Engineers are your friends, mix in a few and I keep 1 at the back of the map for some onboard vet 2 expert repair repairs. Can fix almost dead tanks lickity split. Lemme post my RB usage:16MP 11MU and 25FU. Going to try to get a 5 sherman + Pershing company. That is a lot of FU. But basically I went for MP and MU earlywar for upgrades for my inf and .50cals and then MP for some more tanks and to even out my infantry squads. Now that RBs are hard to come by they go straight into FU. Try to use all your resources too. My 2 Pershing Defensive company has 6MP 5MU and 24FU left over. My attacking company has 3MP and 33FU left over. And my sherman defense company has 69MP 10MU and 177FU left over (waiting for the Pershing). So make sure that all your resources go in to buy everything, and the best way to make sure is to buy your tanks first and use up all that fuel.

My CP layout: T4-Onboard T3's-Pershing/Field Repairs T2's-Fuel Efficiency/Tungsten/and I flip between scouting and Vehicle tech depending on what company I am using for the current battle. Scouting is great for jeeps, but vehicle tech makes that M8 vs Puma/stug battle a hell of a lot easier and faster. 25% more dammage is quite nice.
Logged

Profiles: BoDyBaG2224
M26ArmedCav
ThinTag by TripleTags.com" border="0
http://bodybag2224.myminicity.com/
UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #14 on: June 29, 2008, 10:49:38 am »

I'll dare to post some questions in here , # 1 may not match, ignore it then.

1. Do Ostwinds profit from heat rounds?
2. whats the vet2/3 for Quads?
3.Does Onboard repair a fixed amount or is it a percentage?
4.That T3 dunno what it's called that reduces tank pop, I heard it only works for one tank and not on M10s.
Is that supposed to be, a bug, or a myth?
5.How to fight Heavy Support with an Armor company relying prime on tanks (who would have guessed) and support Weapons?
6. I'm not trying to get it, but whats the deal with NGV, seemed far more popular last war than this...  Is firespeed affecting crocs, and would it work on quads as they use mags and overall the reload time is more important?
Will it increase firespeed of calliopes (not reload but actual rocket fire)?
Logged

Hey, it's not going to happen
BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #15 on: June 29, 2008, 11:04:38 am »

I'll dare to post some questions in here , # 1 may not match, ignore it then.

1. Do Ostwinds profit from heat rounds?
2. whats the vet2/3 for Quads?
3.Does Onboard repair a fixed amount or is it a percentage?
4.That T3 dunno what it's called that reduces tank pop, I heard it only works for one tank and not on M10s.
Is that supposed to be, a bug, or a myth?
5.How to fight Heavy Support with an Armor company relying prime on tanks (who would have guessed) and support Weapons?
6. I'm not trying to get it, but whats the deal with NGV, seemed far more popular last war than this...  Is firespeed affecting crocs, and would it work on quads as they use mags and overall the reload time is more important?
Will it increase firespeed of calliopes (not reload but actual rocket fire)?

1.yes
2.no idear
3.its passive so its like health regen for tanks (like axis inf)
4.its tank command, like it says all tanks apart from calli. so m10,sherman croc and pershing
5.i personally match it with croc spam and plenty snipers, i originally made it for vet killing
6.it makes crocs uber and it does affect quads, m8s too also the gunners on the 50cals on shermans and m8's and no it dosnt affect calli rocket fire.
Logged
BlahISuck Offline
EIR Regular
Posts: 8


« Reply #16 on: June 29, 2008, 11:12:16 am »

how does the calliope do in EIR?
Logged
UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #17 on: June 29, 2008, 11:20:54 am »

With it's fingers.
Logged
Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #18 on: June 29, 2008, 11:38:47 am »

A calliope player will play very differently from any other armor player. If you get the calli do your team a favour and get the T4 for it. And then you are going to be the armored arty man. Get scouting jeeps and run around scouting and keep an eye on the calliope man!
Logged
UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #19 on: June 29, 2008, 12:24:52 pm »

T4 requires good teammates, they need to hold the line for you arty.
Otherwise, you may get Onboard and have a calliope instead of mortars.
Invest the addtional MU in upgrades for your standard tanks.
+MP for Rifles.

Btw: You can get dual rocket racks for 48 Cps, so with a fresh company.
Just try it out.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.071 seconds with 36 queries.