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Team Comp in Strongholds


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b0d #1 Posted 23 May 2017 - 03:36 PM

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Hi

 

This is for FC's please.

 

What is your ideal squad make up for a session of semi-competitive skirmish games @ tier 8?

 

Is there an ideal set up for you or is it just a case of work with what you've got?

 

From what I see so far the comp basically goes like this.

 

3 scouts and the rest IS3's (or their bretheren).

 

The others are a mix-up, often see a CDC, lorr 40t, Scorpions and the VK safe-on-tracks thing.

 

Question - is more than 3-4 HT REALLY neccessary?

 

Another question, why do people gravitate towards playing the same freaking tank (HT) every game and "cant play scout".  WTH is with this and what to do about it?



b0d #2 Posted 24 May 2017 - 09:32 AM

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0 replies stronk community :D

Gotma #3 Posted 11 June 2017 - 10:20 AM

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Setup depends A LOT on player skill, players knowing how to use their tanks are more important than a "perfect" setup.

Finer_Details #4 Posted 11 June 2017 - 10:24 AM

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Full Defender

cro001 #5 Posted 11 June 2017 - 10:35 AM

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What gotma said. You can't expect to win if your guys can't control their tanks.

Gotma #6 Posted 11 June 2017 - 02:15 PM

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To elaborate a bit more:

 

I would advice every kinda unexperienced FC to not go too light with the setup. Something like 7 heavies (IS3s, Defenders, Patriots) + 3 lights (GF, WZ132) is versatile enough to suit most maps and purposes. You are heavy enough to push or defend against/receive an enemy push and the lights should give you the vision of the battlefield you'll need. Make sure the light drivers are capable as they will have to do a lot of stuff on their own and can't be micromanaged all the time during the heat of the battle.

If you want to be more focused on mapcontrol you could take something like 5 heavies/5 lights as well. Then you have a fast hitsquad in the lights and the heavies playing more like an anchor your lights can work around.

I don't think meds are viable for basic stuff as they have a very high skill cap and will be outmatched by heavies in a frontal engagement where they don't have the alpha nor the armor to take the punishment.

A single TD (Skorp, UDES, Strv) works fine on most maps to lock down certain areas of the map. Just make sure the guy playing it knows how to aim. He has to do 2x/3x his HP in damage constantly to be useful.

 

A bit of shameless self advertisement, focusing on playing a rather light setup against heavier opponents:

 


Edited by Gotma, 11 June 2017 - 02:15 PM.


b0d #7 Posted 24 October 2017 - 10:42 AM

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BRilliant thanks a lot really useful.

__H3H3__ #8 Posted 24 October 2017 - 01:34 PM

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I would say you need at least 6 heavys. Otherwhise you can go fack youre self. 2 scouts at least ( or fast mediums ). And 1 skorp could be fine as well. So my perfect set up would be: 7 heavys (dont care wich ones, patriot, defender, 110 as long as they can take hits or lead a push) 2 lights (you dont need more because 90% is city map and then youre scouts are almost useless) and then 1 skorpion.

 

But no one wants to take a heavy tank and then you lose 70% of youre battles against teams with full heavy tanks set up:(


Edited by another_Ghost_Shell, 24 October 2017 - 01:35 PM.


b0d #9 Posted 09 November 2017 - 09:31 AM

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View Postanother_Ghost_Shell, on 24 October 2017 - 03:04 AM, said:

I would say you need at least 6 heavys.

 

Thanks A_G_S!

Keyhand #10 Posted 27 November 2017 - 02:22 AM

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7-8 Defender

0-1 Skorpion G

2 M41 GF

 

Ideal setup.

Also p2w.



SirGruut #11 Posted 30 November 2017 - 07:41 PM

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We used to play 2 lights, 1 scorpion and 7 heavys. But we actually win a lot more with 4-6 lights/very fast mediums and 4-5 heavys

 






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