The corridor leading to the Führer’s office was filled with the wreckage of anti-aircraft guns that were deliberately blown up, making it impossible for me to move forward. My grenade and I would even be blocked by the air wall, and other entrances were blocked in a similar way. Now, this is too bad.
Please no, this is one of the only ways to defend on Airfield as it prevents the Jumbos from flattening the hangers and stops the nearly 3k reinforcements. You can deconstruct them yourself so it is not a permanent block and the fact that the enemy thought ahead to prepare should be rewarded not punished.
I think you misunderstood. The AAs block the Jumbo’s shots. Only the dumbest of Jumbo drivers would drive into the cap when they could just chill in the grey and lob shells. And tank traps don’t block the infantry swarming the cap.
However, judging from the picture your team built them, lol, otherwise I can’t explain why they all are turned against objective. Correct me if i’m wrong.
Besides there are two other main routes to storm that room.
Ah so you want me to leave the cap that is being pushed, to go into the grey zone to kill the jumbo, while hoping that the rest of my team holds the point… hmmm… yes… that sounds reasonable. Or I could just build my AA and the Jumbo can’t shoot in the cap anymore + it blocks the enemy AI + I can be there to deal with any yanks that make it through. I think I know which I will go for. Good luck getting that Jumbo though champ!
Dont come with strawmen.
Anyway use tanks, bombers and/ or help them by marking the issue.
The “I block the point” is not really usefull on all points/ maps and doesnt solve the issue but rather “force” the tank to camp sth else… like your spawn point.
Obviously I am the Soviet Army. This screenshot shows me looking in the opposite direction of the occupied point. As for other entrances, they were also blocked in a similar way.
You’re the one who said to kill the Jumbo. I said the AA’s are useful for blocking it’s shots so you don’t even have to pay attention to it. And I was specifically talking about airfield. If you wanna expand it to discuss all maps, that’s on you bud.
Not sure how this is relevant. I was pointing out a specific instance for the AA’s use on airfield (blocking 75mm HE shots into the cap). No one is saying the IV H doesn’t do the same but since Axis never attacks on airfield, it will never be necessary for the Allies to build AA to block a IV H shooting HE into cap.
Did I said you should kill it while being surronded by GIs inside the hangar?
At some point I expect people to think further. Like should I give you a detailed walkthrough or sth. like this?
Besides that they simply cant block all shells or mgs… my point is how do you react if you face Jumbos camping in the gray area on other maps where your briliant idea wont work… or even better… What you are going to do if you were not able to “block” the capture point in time (airfield)? Because I doubt that you are ALWAYS able to block them (in time).
Also the Jumbo could just start camping your spawns on airfield and hinders you from entering/ defending it but you strangely didnt mention that.
In a nutshell at some point it doesnt make sense anymore to avoid a counter-attack unless you just wanna wait until the Jumbo is out of ammo.
mayby devs should expand that ‘creative way to play’ so even attackers could use it. Like removing or expanding that grayzone so attackers could ‘prepare ahead’. At example point before hitlers office soviet engineer could build blockades and barbedwire near defenders last spawnpoint and like someone said it should not be punished instead REWARDED cause otherwise this game might just become casual fps
You had mentioned that AAs could be pushed out of the way (which is true) so I interpreted that as you implying the Jumbo was driving in.
But for grey zone Jumbos that are actually being effective, I either use the IV H, a squad with AT/Detpacks, or the Ju-188 depending on depth and positioning. Ju-188 is obviously the easiest. Personally I don’t have a ton of trouble with Jumbos since I am max level and have plenty of counters. Anyways, I was just saying that an additional perk of the AA’s blocking doors/entrances besides the way it fucks with the AI, is that it blocks HE shots fairly well, which is very important on the 3rd Hanger cap. Also I build rallies so the Jumbo can’t camp my spawn unless it is far enough forward that it can no longer chill in the grey zone so that has not yet been an issue for me.
Also never really had an issue building the AAs. Sometimes I am not quick enough on Cap 1, but Cap 3 & 5 you can start on ahead of time if you see that the 2nd/4th are going quick. With a full engi squad it doesn’t take long to build a row of them or put them at each door. Even better if you are in a squad with other players.
Ultimately, unless in a squad, the only player I trust to play the objective is myself. I love hunting down tanks that think they are safe, but I know the second I leave the cap, my bot/moron team is going to let 1 guy take it, so I prefer having ways to mitigate the effectiveness of the 75mm HE while also being able to be close to/on cap.
I’m going to go on a limb here and say that if building walls of destroyed aa guns is a vital tactic the removal of which causes serious game balance issues, then the emphasis should be on fixing whatever problem they solve in addition to removing the ability to build walls of AA guns. Like, there are already two types of dedicated barricades engineers can build. The best option for blocking entrance/fire into an area should not be building a whole turret just to turn it into a pile of flaming wreckage on purpose.
It was more like a side note that this stragety has weaknesses. And it musnt be a Jumbo. Could be a M4A2 or a Stuart aswell… or even a Panzer (idk maybe cause they retreat or sth. like this and crashed against the wreck).
Dont know if Kübels can do it too.
To some extend though I dont know if it still works after they buffed AI with Tunisia