IS-2 Veteran Call at min 12 Response

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    • #3297
      Aydin
      Participant

      Hi Everyone,

      Hoping for you advice on how to fight an early IS-2 veteran call in. Generally I’m doing 3v3 or 4v4 with a mix of human players and expert AI. Mostly I’ve been playing Waffen (Wunderwaffe), though I also play Wehrmacht (Defense or Tank Hunters). My player allies are Wehrmact, one going defense and one BK or TH.

      One of our biggest struggles is combating the AI rushing an IS-2 veteran. Generally, they can bring out the heavy stuff by minute 12, before we have heavy anti-tank up. My allies tend to have a pak-40(s) and I can have a panzerschreck squad, but we still get pushed back from holding ~60% of the map to ~40%.

      The IS-2 is the hardest as it’s a massive jump, but the soviets rushing a T-34 can also be difficult. It tends to happen right as we’re building the pak building (sometimes before, if the map is low on fuel). We’ve tried skipping the middle building (the halftrack one) in the case of the Wehrmacht to get to the 3rd phase faster, but even then at best we are at parity.

      My reaction has been Panzerschreck squads and panzerfausts (especially as TH) but would appreciate your thoughts on any of this.

      • This topic was modified 6 years, 9 months ago by Aydin.
    • #3299
      MeatShieldNZ
      Keymaster

      You are on the right track with panzershreck’s, their penetration is superb and they come early enough to combat early rushes. I like to use sprint and tell them to go to a location within shreck range but beside the tank, rather than specifically clicking on the tank as a target. This way they don’t charge the front and get suppressed or worse. And if the tank backs up they are more likely to still get in a hit or two.

      Another early option is the panzerwurfmine which can damage their engine and slow them to an easy target. The IS-2 reloads extremely slowly so you can flank with panzer IV if you have them.

      In the last patch we have modded flamethrowers to have more effect on vehicles. They can damage engines and blind crews and if the tank stays in the flames for long enough the crew will eventually abandon due to overheating. This may be worth testing but it is still quite a new feature so may need some balancing.

      Panzerfaust is also good but takes longer to fire and costs munitions.

      Pak40 will struggle to penetrate an IS-2 at maximum range. In Wikinger penetration is modded over 3 ranges long,mid and close. The unit U.I will tell you what the maximum (close range) penetration value is and you can also see what the maximum and minimum armor values are of yours and the enemy’s tanks.

      Link to Wikinger armor: https://wikingeretow.com/faq/understanding-wikinger-armor/

       

      • This reply was modified 6 years, 9 months ago by MeatShieldNZ.
    • #3301
      Aydin
      Participant

      Thanks for the reply!

      The hardest part is for open and/or infantry supported heavy vehicles. Typically I can rush a panzerschrek squad in and get a salvo off, but the infantry with the tank means the squad will die if I keep them around for longer. If the tank is alone we can flank, but an inf supported tank is hard to crack.

      Non urban maps make this harder as well, naturally.

      Have not tried flamethrowers, definitely something that I will try, especially in urban maps.

      I am considering building two panzerschreck squads per game, so I can have revolving AT. Still, on open/linear maps its a risk.

      • This reply was modified 6 years, 9 months ago by Aydin.
      • #3306
        MeatShieldNZ
        Keymaster

        Yes two squads in tandem is the best solution

    • #3305
      Olhausen
      Keymaster

      Hi Aydin:

      AI hard is a big cheater basically, then most of the time, gets this big cats pretty soon.

      This is my team work tactic:

      a. When I play vs Hard & Expert AI, I always pick maps longer than wider. In this way is easy to defend. Teams can concentrate better the efforts in certain locations.

      b. Try to get 50% of the map and dig in fast as possible with trenches. Trenches will provide good covers to protect against AI spam.

      c. I have most of the time in my team a Defensive Doctrine. This particular doctrine will provide Bunkers to maintain a defensive line in the mid & late games.

      My defense line:

      a. A line of trenches. Wehrmacht factions are the best option for that. They can dig in faster because have pios in the early game.

      b. The trench closer to the enemy should have an HMG and should have other trenches in his flanks with soldiers to provide support and prevent flanking maneuvers.

      c. Behind the trench, I always buy first, a small AT pack and after that a medium or heavy one to provide cover vs vehicles. AI is not very smart, and if put your pack is in ambush, even if you can not penetrate the tank, most of the time, the AI try to pull back his tank when is hitting by an AT weapon.

      d. Behind the packs I always set up a mortar or light artillery to provide extra cover.

      e. At the end I use panzershreck squad to hit and run when I required. If I have time, I usually put my AT squads in ambush in certain places ahead of my trenches.

      Most of the time this tactics works pretty good. The only problem that we have now is AEF doctrines are spaming a lot of map artillery and this heavy artillery destroy defensive lines very fast. But I will fix that in the next patch.

      This is my advice for you, I hope it could help.

      Regards, Olhausen

       

       

       

    • #3309
      Sebandir
      Participant

      Panzerschreck squad + grenadier team (Hafthohlladung) calmly enough to destroy solitary IS-2.

    • #3333
      Cardmen
      Participant

      Plant AT mines,use AT grens,rush and flank with Pzshrecks,use arty,hide AT guns and fire them at the right time.

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