View Full Version : Axis Help - HOW IN THE WORLD!
fldash
23rd Aug 06, 8:38 AM
I can't play Axis for anything. Where do you get all the fuel you need for phase upgrades in addition to the unit upgrades you need to do. By the time your making progress the Allies have all the points and your toast. I can't figure out how to be effective. I've even placed OP on Fuel and Munition spots to no avail.
Is there a build order trick? Before I have the tank building even built the Allies have Shermans rolling around. God help me!
Hmm... Still interested in hearing thoughts but after reading HERO's thread I realized I was trying to skip Tier3 which he claims is the best. LOL
fujiX
23rd Aug 06, 8:45 AM
A pretty good BO is to build 1 or 2 pioneers and send them out capping resources while your first pioneer squad starts a wehrmachts (sp?) quarters. then build a mg squad or volks depending on your style. most players choose to build a mg42 squad first so they can lock down a part of the map, like the town or the southern island. also its a good idea to put an observation post on your closest fuel point. that will help you get the fuel u need to tech.
Oh, and always put pressure on your enemy. if you let him get map control he will tech and spam unpleasant stuff. and u dont want that now do u ;)
And yes, most players skip tier2 as tier3 units can do the same thing but better.
maven
23rd Aug 06, 9:16 AM
One nice feature about this game is that you can save the replays. If I ever get totally out-played I watch the replay and see what that person did. I think this will be a big help.
That said, I think there are a few rules of thumb to follow, but I am no uber player.
1. Try to cap spots in the middle of the map (or as far up as you can reasonably go) first, and fill in the closer cap points after that. It's really important to get those forward areas before the other player. You want at least half the map under your control or, obviously, the other player is going to have a resource advantage.
2. MG units are very effective for the first 5-10 minutes of a game. Snipers can pick them off so you'll also need a sniper of your own and/or a jeep or motorcycle.
3. I use more MGs early on...to hold points...and then build my infantry for taking more ground.
4. If you end up in a spot where you have less than half the map you really have to try hard to get some territory. I'd say at this point you're at a huge disadvantage because the other player has just dictated your next move.
5. I'd really concentrate on getting the first 5-10 minutes of your game down solid. The ensuing success or failure is largey a result of this time.
Oh, and since you're talking about Axis, obviously you want tanks. Fuel is extremely imporant as you noticed. Make a concerted effort to get and keep those fuel points. I think resource aquistion is slower now.
I also noticed that tank traps do stop tanks and take forever to destroy. OP points seem to take longer to destroy too.
You can get Stug IVs pretty fast. Sometimes you can mass a few Stug IVs together and make a nice assault...but most allied players easily counter this with AT guns now. They know a 310 MP AT gun can easily handle a Stug IV, so you'll have to bring some infantry / off-field artillery support or snipe those AT guns before punching through with the tanks.
So, I don't think the Stug IV is really all that great...the flakpanzer is awesome vs anything unarmored though. Wow. You want to get a few of those out as soon as you can.
lordkosc
23rd Aug 06, 9:49 AM
The Stug IV is an excellent tank for the cost to performance ratio, just don't leave it alone... I've seen Stug's take out a sherman in 3-4 well placed hits, and once the Stug gets upgraded to Elite status, then the extra armor and such make it a VERY worthy opponent. Secret with the Stug is to always have a head on confrontation , as it has no turret, so make sure the enemy funnels into where you have the Stugs placed, You will get a feeling of satisfaction watching shells bounce off the Stug frontal armor ;)
Flakpanzers are excellent LATE GAME, support veh for Panthers and Tigers :)
Thoragoros
23rd Aug 06, 10:07 AM
Axis upgrade costs FORCE a turtle play style in the beginning. Until very late game, unless you spam AT guns and Volks, you will be forced into a defensive style
I really dont understand Relics thinking behind making Axis upgrades so expensive.
AntiCommie
23rd Aug 06, 3:39 PM
Which upgrades do you think are so expensive? The tech levels or experience?
FatalTheRabbit
23rd Aug 06, 3:53 PM
The stugs cannon isn't completely fixed, so watch out.
ObservationPost
23rd Aug 06, 4:28 PM
Yeah, the stug has about a 10-20ish degree of movement in the main gun. Not much, but not nothing.
Thoragoros
23rd Aug 06, 4:32 PM
Well lets see, which are so expensive? How about 75 munitions for a single one time antitank rifle?
How about 100 MP and 30 Fuel for a tank upgrade, and then 300 MP and 50 fuel for another?
Or how about hundreds of manpwer and fuel to upgrade for access to my decent level forces?
How about 50 munitions FOR ONE SHOT from a pahnzefaust while allies pay 25?
How about 50 munitions for MPS, PER SQUADE where as allies pay a similar amount for the game?
Demonic Spoon
23rd Aug 06, 5:14 PM
Well lets see, which are so expensive? How about 75 munitions for a single one time antitank rifle?
...Panzerfausts are 50 munitions. If you're talking about panzershreks, they are NOT one-time use things. They are a bit overpriced, but not by that much.
How about 100 MP and 30 Fuel for a tank upgrade, and then 300 MP and 50 fuel for another?
Tank upgrade? You're talking about the veterency upgrades, and those are so insanely powerful that the cost is needed. The similar allied upgrades are from the supply center, and cost even more.
Or how about hundreds of manpwer and fuel to upgrade for access to my decent level forces?
oh please...the tier upgrades give you access to free upgrades. For example, Axis get wire cutters free with tier 2, but Allies have to pay for it.
How about 50 munitions FOR ONE SHOT from a pahnzefaust while allies pay 25?
Allies don't have a panzerfaust. The allies pay 25 for a grenade, the same cost German troops pay for them. Panzerfausts are anti-tank weapons. What's better is that German troops don't need an upgrade just to access them.
How about 50 munitions for MPS, PER SQUADE where as allies pay a similar amount for the game?
MP40s?
The Allies don't get any similar upgrade. I think you're thinking of the BAR, which costs a LOT more to upgrade. Even with the BAR, up close, Volks with MP40s will rape riflemen with BARs.
This is assuming, though, that the allied player doesn't use the BAR to pin down your troops. The BAR suppression DOES need some toning down or to be removed.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.