F35 Joint Strike Fighter
Volcano Citizen-
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Defence Against Long Range Attacks
F35 Joint Strike Fighter replied to F35 Joint Strike Fighter's topic in Blitzkrieg II: The Finest Hour
I have snipers inside some of my pillboxes for anti-sniper effects, but I never thought of using them as "reconnaissance" or as "early-warning infantry" -
Personal Observations On Early Game Survival
F35 Joint Strike Fighter replied to Private Reiben's topic in Blitzkrieg II: The Finest Hour
Yeah, that's why I never build heavy factories until i'm 100% sure my troops can withstand those kind of massive attacks, or when I have a large amount of air support airborne. -
Personal Observations On Early Game Survival
F35 Joint Strike Fighter replied to Private Reiben's topic in Blitzkrieg II: The Finest Hour
Being on the defencive is always the best move, imo. Why waste your own supplies when you could get some from their destroyed parts? I do hate, though, when action becomes very quiet. -
Defence Against Long Range Attacks
F35 Joint Strike Fighter replied to F35 Joint Strike Fighter's topic in Blitzkrieg II: The Finest Hour
It's pretty funny when AI snipers sometimes attack heavily armored vehicles and getting themselves open for a hit and run. I always chuckle when that happeneds. I don't know why there are two seperate "guards" for air units. What if while they were guarding the ground a large scale air raid comes. That messes up my anti-artillery bombing pretty badly. When I have time and money I build two AFBs though. One for A-G and one for A-A to balance out superiority. -
Personal Observations On Early Game Survival
F35 Joint Strike Fighter replied to Private Reiben's topic in Blitzkrieg II: The Finest Hour
Defencive with infantry is vital in the early game, thats why I start with 2+ infrantry barracks' as soon as humanly possible. After the first tank only rush, get them into shelter FAST becasue they can easily muster the sniper/infantry/tank rush, and it's pretty annyoing having your troops get picked off. I myself even put workers into their own pillboxes. In my opinion, every man counts. -
Defence Against Long Range Attacks
F35 Joint Strike Fighter posted a topic in Blitzkrieg II: The Finest Hour
Long range combat (a.k.a sieging) can get very frustrating at times. Even though you have a whole line of anti-tank pillboxes, they are still weak against the artillery strikes. Infrantry, well, lets just say they're easy pickings. How do you cope with these problems? I have found ways to counter. - Air superiority is a must! Artillery can be very easily destroyed with airplanes. Even if there is AA escort the artillery's armor is at times very low and can be finished fast. - Litter the field with you snipers first! Store ALL infantry into jeeps, pillboxes, buildings, or transport trucks. There is no hope for open infantry. - Always make your tanks on front, for me, AI snipers attack tanks when there is nothing else, making them open for a hit and run attack. - Some artillery can be over artilleried, if this is the case, than go for it. Do you use other tactics to defend? If so, submit it. -
Officers (and The Engie Rush)
F35 Joint Strike Fighter replied to Smurf Bizkit's topic in Blitzkrieg II: The Finest Hour
We don't want to make the command bunker almighty. Everything comes with a catch, that's where strategy comes from :P In the other hand if the command bunker was garrisoned, the transport truck could contain a combo of officers and soldiers that can take out garrisons (e.g. flame troops) -
Every time I advance my infantry to the buildings, I advance a fraction of my aircraft, tanks, and dozers. Aircraft are a must, because they can easily take out ground units with resistance only from AA which are usually low armored. The only time it goes wrong is when the enemy sends an aeriel counter attack. The most I ever get out of buildings though is, like 5 buildings making $500, sometimes you just don't feel a need to repair those nearly decimated buildings.
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Massed Paradrops
F35 Joint Strike Fighter replied to shloob's topic in Blitzkrieg II: The Finest Hour
True, but shermans and stuarts are the faster of the vehicles so you will have a fighting chance as allies. -
The Early Game Stalemate...
F35 Joint Strike Fighter replied to Smurf Bizkit's topic in Blitzkrieg II: The Finest Hour
Ermm...well, then the attacker will have a rude awakening. Also spiderholes could only hold up to 2-3 infantry units before getting packed, most of the times, it's even 1 so, unless you have a lot of workers and land, the spider holes will only be a "last ditch (literally) effort" defence. Also scouting units need to improve a bit - unless it's just me. The only time I see the enemy sniper is when they made the shot. Every time that happens, it goes back stealth again - but then it gets ran over by a horde of my tanks :P Also, when you garrison that building, make sure it's a construction vehicle healing it. If it was a worker, a sniper could easily take it out. -
Massed Paradrops
F35 Joint Strike Fighter replied to shloob's topic in Blitzkrieg II: The Finest Hour
That's why I always secure the area my paratroopers are dropping. I usually have a small battalion of my own snipers and some light tanks to secure the drop zone before they land. After that, I get them in to buildings immediatley! -
Personal Observations On Early Game Survival
F35 Joint Strike Fighter replied to Private Reiben's topic in Blitzkrieg II: The Finest Hour
For a fast building defense (as allies) I usually build a dozen workers. Some for the power plants and I use 3 for 3 barracks, which I sort into snipers, normal soldiers, and anti-tanks. Then I use the rest to build pillboxes all around the base. Always get infantry to either a building or a pillbox, either than or they're easy pickings. In most of my pillboxes I have the following 1-2 snipers 3-4 anti-tanks In the early game get as many soldiers into pillboxes as possible, especially the anti-tank and snipers. Never keep any of the pillboxes very close, or during a bombing run or artillery attack you're defences will be really messed up. Never think you have enough, aim for more than you need. Once the enemy recoveres from a total loss, charge toward them. I always win using only the lighter tanks that way. (Also I've noticed sometimes the enemy doesn't have heavy factories or an air force if you don't have them, unless it's just a weird happening in my game) -
Officers (and The Engie Rush)
F35 Joint Strike Fighter replied to Smurf Bizkit's topic in Blitzkrieg II: The Finest Hour
True, you could wall everything around the command post that is not an entrance, and with the entrance, well, why do you start with 16 troopers in 2 transport trucks? It is a bit of a waste of money when you can just buy a few snipers, but what if the officers were inside a transport truck escorted by a flood of heavy tanks going through your weakest guarded area? Fending off pesky officers is a very hard task, but it can be done. Just out tank the tanks <_< -
The Early Game Stalemate...
F35 Joint Strike Fighter replied to Smurf Bizkit's topic in Blitzkrieg II: The Finest Hour
How about spiderholes? Although they were only used by the Japs, they would be very good at defending. If the enemy thought there was an opening in your base, they would then notice a spiderhole with a group of soldiers literally coming out of the ground. -
Screw Heros, Put Generals
F35 Joint Strike Fighter replied to Zero()'s topic in Blitzkrieg II: The Finest Hour
In my opinion, I think building heroes should be replaced with building Colonels. Colonel is the highest rank in a standard military that allows the person of that rank to engage in battle. I don’t think a General engaging in battle is common. Plus, I don’t think it was allowed by the rules of engagement to kill someone of that rank, unless I’m thinking way back.