![]() ![]() The Mortar off map barrage and barrage while in observer mode have to share the same cooldown and should cost at least 35 ammo.ģ. Sdkfz 254 or the Tiger Tank are just two examples for that.Ģ. The required micro to maintain a huge fleet of vehicles is so low, that it is beyond any sanity.ġ. Its like fighting a force of immortal armada of vehicles. My mates got frustrated during the 1 vs 1 games by that strategy. On top of that the self repair upgrade also grants a additionl chunk of HP to all vehicles.Īnd, combined with the smoke discharger for vehicles it is easily possible to pull one damaged vehicle back so that it starts repairing itsels while sending another one in as shield. The ammount of repair, quick repair and passive self repair capabilities in this Faction is beyond belief. Yesterday, playing a 1 vs 1 against a mate who plays coh for years now i had a similiar All-Out-Tank-Vehicle-Force with 2 x Stug III, 2 x Quad 20 mm, 1 x Marder and 2 x Motorcycle for vision and cap. On the other Hand i had at least 2 x Marder, 1 x Quad 20 mm, 1 or 2 x Sdkfz 250, 1 x Panzer III, 1x Motocycle. Last 3 vs 3 i had only one Panzer Pioneer Squad and one Panzer Grenadier Squad as well as one HMG that i picked up. My (or our) late game Afrika Korp armies consisted exclusively of vehicles. It turns your Afrika Korps from "Combined arms" into a "All-Vehicle-Tank-Spam" army. The "Emergency self Repair" is probably the most OP one. I am not going into each of them but the most powerfull once are those that boost your vehicle forces. ![]() The upgrades are better then everything a doctrine can offer. Insanely powerfull upgrades that dont cost fuel either: ![]() Quite impressive.īut vehicles, Battlegroups, tanks, nothing costs fuel which means you can spam sdkfz 7/1, 250 with 20 mm upgrade and Marders like there is no tomorrow which brings me to the next point:Ħ. With a Cache build on top a small fuel point can thus give you +10 fuel per min already. We used to cap the backline fuel points with krads using communiction cable. The only stuff that costs fuel are the Buildings and the upgrades in them. I as Wehrmacht was sometimes down to 3 or 4 units after intense battles while my Afrika Korp dude couldnt recover anymore due to its huge army of stolen tanks. Every unsuccessful push against Afrika Korp just adds new units to them. My mate yesterday in a intense 3 vs 3 ended up with 2 x Wirbelwinds, 2 x Matilda and 1 x Hellcat. In terms of MP it costs less than 50 mm Pak 38 for some reason and no upgrade in a Building. I would increase Marder fuel cost to at least 35 or 40. It costs only 25 fuel which is in my opinion is dirty cheap, considering that this faction doesnt really have a single Fuel hungry unit to spare fuel for.Įssentially Marder III + Sdkfz 7/1 with quad 20 mm + Sdkfz 254 (and perhaps early game Motorcylce as scout) gives you excellent capabilities to excert controle and all that for not much fuel. In a 3 vs 3 stalemate you can easily defend Victory points with double Afrika Corp. Both mortar strikes have independent cooldowns of max 90 seconds and smoke is independent from them as well. Then go back into normal mode and call in another. Call in a mortar strike for FREE, then go into "Lockdown Observer" mode and call in yet another. It basically costs nothing (240/15) and you can nonstop bombard your enemie once vet 1 is reached. In the last few games i either didnt pick any doctrine and if, then only for one certain off map ability. And all of them seem to be superior and cheaper compared to doctrinal units. Each building contains so many good units, that you dont even know with which to start with. The Basic unit Roster of thisfaction is just too good. Idk what i am supposed to utilze exactly from that. Huge ammount of powerfull basic units and irrelevant doctrines:ĭoctrines seem to be irrelevant when compared to other faction. Like for now i have not yet used this 6 or 8 wheel vehicles or Tigers because there is so much other stuff.ġ. It took me many matches to actually get behind all of this and how abusive this faction can become. The only difficulty this faction and its players have is to get used to the sheer ammount of units and unit combinations this faction has at its disposal. I have played a couple of PvP games with every faction, from 1 vs 1 to 3 vs 3 during which i (and some of my mates i played with) observed some serious issues with the Afrika Korps that really become obvious in late game and Team Matches. This faction has, in my opinion, a balance issue or at least a serious design issue. ![]()
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