Drakan
18th Oct 06, 10:17 PM
There's no shortage of topics covering the allied imba. but they usually focus on riflemen+Bar or the Caliope. I think that the more important issue has been a little overlooked and that is of the overall better attributes of early Allied units that allow any aggressive player to control most of the map early on (first 2-3 min).
Consider how each side "usually" starts out:
Allied players will build the barracks using one engineer and use the 2nd engineer to cap points or attack. Axis players usually comit their 2 early pioneers to build the Wehrmacht Quarters since it takes longer. Even this early on, the Allies start capturing points first.
Considering the engineers have more health than the pioneers, the allied player can move to attack right away. The Axis player has to stick his pioneers together to be able to fight the engineers off. This is a huge advantage for the Allied player as he can cover more territory by splitting his troops and can count on an almost certain victory if a lone pioneer squad is to be encountered.
Consider the first barracks troops now. Riflemen are more effective than Volks at medium to close range, which means the volks have to back up and keep a distance to survive. Again the Allies have the advantage.
The Axis players usually train an mg squad as their first unit but single MG's don't pose a big problem for experienced players.
If they're moved too far in enemy territory, they can be easly flanked.
If they're in a building, there's usually another building where an engineer squad can garrison to draw fire while a riflemen squad moves in for the kill.
And if they're left in defense, they can usually be ignored as they'll leave out more territory for the allied player anyway (although they can still be killed easly by drawing fire).
Mg crews take 10 seconds longer to train than riflemen or volks. In Angonville, this is very important as Riflemen can reach that house closest to the Axis base just as fast as the mg crew ...or almost.
Riflemen capture points faster than any of the early Axis units and can build OPs.
An early jeep can force pioneers into retreat while engineers can hold out much longer against a motorbike.
Jeeps can also be used to block the path of an mg crew from reaching an important building in time (Angonville).
I find that a lot of battles are decided in the first 2 min and playing aggressively as an Ally usually brings a win while playing defensively (especially by building the Support Center first) is an almost guaranteed loss. Problem is, the Axis only stand a decent chance of winning if the allied player isn't attacking or harrassing enough. And Axis have almost no possibility of attacking or harrassing early on.
Consider how each side "usually" starts out:
Allied players will build the barracks using one engineer and use the 2nd engineer to cap points or attack. Axis players usually comit their 2 early pioneers to build the Wehrmacht Quarters since it takes longer. Even this early on, the Allies start capturing points first.
Considering the engineers have more health than the pioneers, the allied player can move to attack right away. The Axis player has to stick his pioneers together to be able to fight the engineers off. This is a huge advantage for the Allied player as he can cover more territory by splitting his troops and can count on an almost certain victory if a lone pioneer squad is to be encountered.
Consider the first barracks troops now. Riflemen are more effective than Volks at medium to close range, which means the volks have to back up and keep a distance to survive. Again the Allies have the advantage.
The Axis players usually train an mg squad as their first unit but single MG's don't pose a big problem for experienced players.
If they're moved too far in enemy territory, they can be easly flanked.
If they're in a building, there's usually another building where an engineer squad can garrison to draw fire while a riflemen squad moves in for the kill.
And if they're left in defense, they can usually be ignored as they'll leave out more territory for the allied player anyway (although they can still be killed easly by drawing fire).
Mg crews take 10 seconds longer to train than riflemen or volks. In Angonville, this is very important as Riflemen can reach that house closest to the Axis base just as fast as the mg crew ...or almost.
Riflemen capture points faster than any of the early Axis units and can build OPs.
An early jeep can force pioneers into retreat while engineers can hold out much longer against a motorbike.
Jeeps can also be used to block the path of an mg crew from reaching an important building in time (Angonville).
I find that a lot of battles are decided in the first 2 min and playing aggressively as an Ally usually brings a win while playing defensively (especially by building the Support Center first) is an almost guaranteed loss. Problem is, the Axis only stand a decent chance of winning if the allied player isn't attacking or harrassing enough. And Axis have almost no possibility of attacking or harrassing early on.