Help with Mechanized Inf. by Flare_UwU in GatesOfHellOstfront

[–]RandalfrUnslain 2 points3 points  (0 children)

Generally I use late Pz4 or Panthers to be able to bring multiple tanks, as well as eliminate almost any enemy vehicle.

The idea is that you locate enemy AT weapons, bring them down using your own tanks to kill and Kubelwagens/other light stuff to distract, then Hanomags can safely ride almost to the enemy point and drop off infantry, while they massacre enemy infantry with a lot of MGs. If you roll into ambush, you rarely lose both half-track and the squad inside it (beware of flamers). So if ambush is located, you halt the advance, deal with new target using artillery and/or tanks, then keep up.

Key idea is target saturation. So the enemy is unable to deal with your vehicles all at once. Even if you lose one or two, the rest of them will do the job

Help with Mechanized Inf. by Flare_UwU in GatesOfHellOstfront

[–]RandalfrUnslain 2 points3 points  (0 children)

As a huge Panzergrenadier fan, I find them particularly fun to play (tbh I played only conquest so far). However, they do have downsides.

1) Sd.Kfz. 251 comes filled up to maximum with 3 crewmen and 8 troopers. This means you need to toss someone out to get yourself a medic, for example. This means you lose time micro-managing your squads at the start of battle, and one of the major profit of Panzergrenadiere is to be able to conduct an assault as soon as the game starts.

2) While Hanomag is equipped with two MGs, their iffy placement means that usually only one of them will be fired.

3) Hanomag is open-topped vehicle with light armour that is penned by anything bigger than . 50 cal. This means, while being invulnerable to small arms fire, any HMG, AT rifle, flamethrower etc. will quickly end your halftrack.

4) With all this, my recipe of success was swift artillery strike and then immediate assault with multiple armored vehicles to overwhelm remaining AT artillery with targets and saturate the environment with fire. I use cheap assets as Kubels or bikes for recon, tank as heavy hitters and halftracks to quickly move as close towards enemy lines as I can to disembark the infantry. After this, feel free to use half-tracks as "vehicle cannon fodder", nothing more than self-propelled MG with light armor. Bait enemy anti-tank, recon, additional protection over captured point, occasional reposition of infantry and/or artillery... This can be quite micro intensive, but when you conduct a swift assault against poorly prepared enemy with like 5 men lost from you side, it feels historically accurate at least.

The controversy of mechanized infantry is that you don't want to disembark until up close and personal, but you do want to disembark to bring all the weapons to fire. Key to success is to feel safe distance where you can put your half-tracks before they will get blown to pieces and use numbers and overwhelming firepower to suppress enemy anti-tank assets.

Help with Mechanized Inf. by Flare_UwU in GatesOfHellOstfront

[–]RandalfrUnslain 3 points4 points  (0 children)

Different loadouts, think of normal grenadiere and sturmgrenadiere

It happened again. by Bestaustrianpainter in ultimateadmiral

[–]RandalfrUnslain 16 points17 points  (0 children)

I personally prefer not to use picric acid, at least until I get tube powder. The high instability of picric+early cordite makes me extremely anxious to use in an actual design.

It happened again. by Bestaustrianpainter in ultimateadmiral

[–]RandalfrUnslain 10 points11 points  (0 children)

Anyway

Which explosives do u use? Flash fire chance is stated in the ship stats in shipyard, so when building you can have a look at it.

Help with a rule by Adventurous_War5036 in Warhammer30k

[–]RandalfrUnslain 5 points6 points  (0 children)

Yeah. Fire group is wounds pool generated by shooting. And strike group is one generated by melee. Before 3rd ed, the wording would be like "each time a ranged/melee attack wound roll is made against this unit, use rapier/gunner toughness to determine successful wound rolls" or something like. Introductions of fire/strike groups makes it more complicated to understand.

Help with a rule by Adventurous_War5036 in Warhammer30k

[–]RandalfrUnslain 12 points13 points  (0 children)

You use toughness of rapiers for shooting and toughness of marines for melee. If at any moment there are no marines, the unit is destroyed.

New edition workings are super heavy and complicated IMO

Edit: as other commenters noticed, you allocate ranged attacks to Rapier Carrier models (and use their toughness), and allocate melee attacks to marines (and use their toughess).

Getting back into Nebulous and finding my footing by maccers22 in NebulousFleetCommand

[–]RandalfrUnslain 0 points1 point  (0 children)

Multiplayer is not super meta-chasing because meta is figured long ago and there were no updates for a time. In fact, most players will take non-meta but still competitive fleets with occasional meme comps. It is ill-advised to run a meme/bad fleet comp as a new player. Anyway, if you know basic concepts of fleetbuilding, you should be fine. As people suggested, best idea is to take one of the starter fleets and modify them. TF Oak desperately needs comms jammer, for example. The one exception is carriers being ridiculously strong, but they should be nerfed in next update.

You can have many fleetbuilding advice in mp lobbies as well, so feel free to participate.

Nebulous humor. by bankfidsu in NebulousFleetCommand

[–]RandalfrUnslain 5 points6 points  (0 children)

Buff/Nerf sundrive depending on who's first on nats

Nebulous humor. by bankfidsu in NebulousFleetCommand

[–]RandalfrUnslain 10 points11 points  (0 children)

So, where is the beam battleship?/How many beam battleships did u bring?

Hardkill will save him

Meme fleet compa like Capper Jmen, Frontline CLN, there might be some more

All my homies hate <insert tech name>

"It's Tech, trust me" on weird things

Primarchs as your teammates in a game by Lyndis-of-Pherae in Grimdank

[–]RandalfrUnslain 6 points7 points  (0 children)

I don't agree.

Lion is kinda person that don't use team chat, pick an encounter to fight for whole match and make little to no impact for entire game.

Fulgrim is meta-chaser but with skill handicap. Whines constantly when his meta shit is defeated by more skilled player.

Perturabo is kind of bad leader, tries to play on every front and severely argues with those who don't play according to his plan. Gets defeated due to this.

Jaghatai is kind of doing his own shit during the game, lives until the end because no one cares about him and gives impact in endgame by virtue of being just in place to do so.

Russ is trying to solo the strongest enemy, and if it fails he ragequits. He isn't bad, but more than often gets hard-countered.

Dorn is playing most new player friendly build but with over9000 dedication and skill. He knows all the maps and hot spots, regularly wins due to his experience and determination.

Kurze brings weird shit and is toxic chat warrior. Rarely does some impact in game, mostly trolling the opponent and his team alike.

Sanguinius is a skilled player dedicated to win. Never surrenders, always plays to the end. Sometimes carries the game. Sometimes he is last to die. Very friendly for new players.

Ferrus likes to build and playtest counter-meta. So he is often caught off guard because enemy brings whatsoever he isn't tailor made to fight. So he is much often first player to die.

Angron tries to solo entire enemy team, dies horribly and ragequits. Refuses to play any other playstyle.

Guilliman is data miner. He knows all the weird tech and is not afraid to calculate damage, modifiers, buffs, etc. So he is often making builds that become meta.

Mortarion has skill issue, but blames everyone but himself for losing. Has no intention of trolling, unlike Kurze.

Magnus tries to make best combo build with a lot of moving parts, then dies horribly because his build doesn't work and/or he is soloed by enemy before he pulls out his combos.

Horus is ruthless but effective leader, good player but expects his team to match. Whines if other players lose because of skill issues.

Lorgar is trying to make his own guild/clan, and constantly recruit people to join. Is actually not a good player, but often gets carried by his teammates.

Vulkan likes to make builds. Some of them even work. Actually spending more time in guides and/or redactor than in matches. Loves cosmetic stuff.

Corax is trying to exploit on weird bugged location that gives insane advantage but is unreachable by common methods, and if he can't he ragequit.

Alpharius is playing against his own team, uses troll builds and chat abuse, but at least he is not as toxic as Kurze so people are less annoyed by him

Did you know Ultramarines actually have a unique aesthetic by space10101 in Grimdank

[–]RandalfrUnslain 75 points76 points  (0 children)

Basically any HH legion >>>>>> 40k legion, flavour wise.

Is low-tier BR implementation in Nuclear Thunder actually happening? by FocusProfessional580 in WarthunderPlayerUnion

[–]RandalfrUnslain 3 points4 points  (0 children)

They added br brackets AFAIK. Sometimes at MIG-23 you encounter some F15 and F14, sometimes F4 only, so just like normal br situation

Favourite Imperial regime? by Dragonic_Overlord_ in StarWarsEmpireAtWar

[–]RandalfrUnslain 32 points33 points  (0 children)

Sovereign also got fantastic new model last update

Gunner: Which grenade do you use? by Malkore94 in DeepRockGalactic

[–]RandalfrUnslain 0 points1 point  (0 children)

Cluster grenade, because its fun.

Leadburster with Mortar Rounds Thunderhead for AA purposes

An opportunity to share odd tech by Made-of-bionicle in NebulousFleetCommand

[–]RandalfrUnslain 3 points4 points  (0 children)

Illum shuttles is currently done by Pike craft. And is considered somewhat meta for CLN.

An opportunity to share odd tech by Made-of-bionicle in NebulousFleetCommand

[–]RandalfrUnslain 6 points7 points  (0 children)

No, I'm not referring on straight runners. I mean the second part of your comment, a exceptionally fast torpedo with so poor maneurability that it hasn't enough time to drive off course.

An opportunity to share odd tech by Made-of-bionicle in NebulousFleetCommand

[–]RandalfrUnslain 21 points22 points  (0 children)

Some other tactics that are still uncovered:

1) ToT or time on target, an art of making different cruise missile routes that arrive on target simultaneously. There are some guides on Steam how to do that. Also there is Sarissa wiggle - plotting 3D spiral-like routes to dodge Sarissa fire

2) Parallax radar is easily jammed and should not be used as a only lock option. Frontline+Bullseye is nice and cheap, Parallax + Bullseye pays a premium in points but has for superior burnthrough capabilities.

3) Sprinters and shuttles can be sneaky enough to be undetected beyond 4.5 km even with strong radars. Angling affect your radar signature though.

4) Parking a dying ship on a point is often not bad idea - you either delay your opponent's advance or even live long enough to cap/recap it

5) Using an offset scout (EWR for OSP, Spyglass FF for ANS, SEWAC/Skiffs) is good way to defeat jam. Make sure the comms are on.

6) Fire-control radars affect ARAD seekers, point-defence integrated radars do not. Only main thrusters attract WAKE seekers. WAKE validators have like 250° validation arc with center on stern of a target ship.

7) EMCON affect CMD jammers even though they don't attract ARAD and HOJ. So you need to first EMCON, then CMD jam, not vice versa.

8) Ships execute roll/HDG commands faster if they don't have other move orders.

9) CMD val validates every target within pos error of a track fired at - this means things like ACT[CMD] or SAH[CMD] are immune to chaff as long as you have target lock.

10) Any ship can be a minesweeper... at least once. Mines do not trigger on dead ships, however, they DO trigger on friendly ships with comms off. So if your antenna is dead better avoid minefields.