Thanks for having me on Shark! all 4 players were awesome to watch, and its always a joy to cast with you and Ares!
@N7-SHARK3 ай бұрын
hell yeah dude, that game was super fun. thanks for helping with the video!
@Ogema-13 ай бұрын
11:30: The Ranger was buffed with Flanking Maneuver. Not sure if the feature was used but you can have the captain follow a unit with the right click and it a good use on your only ranger squad giving them range cover with the LMG and FM. 22:20: The Probability for a AT gun to bounce off of hit on a P3 is low 120pen/130armor a 92.3% penetration at the front at max distance 24:00: The odds for a zook to bounce once it score a hit against a P4 is 64.7% on the front at max distance 110pen/170armor. 30:00: The likelihood of a Tiger from that position is very low, assuming an average of 20 fuel per minute it would take war 5 minutes for the fuel assuming he has tech and 7 1/2 minute. For both players P4s and braumbar are pretty good due to no E8s its also unlikely for Janko to go tank depot for hellcats. 33:50: The problem with spreading zooks around is that you've effectively turn your Rangers into Guards. All weapons drops are questionable beside the zooks and flamer because the Thompson are basically super weapon already and they trade short range for long range. However, it could be argue that once you picked up zooks it make sense to pick up the other weapons because they are much weaker as anti-infantry unit and it better to have them in a support dps role. Something people forget is that other non-elite units can grab the weapons, BAR are great on most bolt action units and LMGs are great on almost any utility unit, turning them into per-nerf captains. Rifleman might miss more often with the zooks but they got a Sprint and snare. Something to consider is that the boys can be call in for 10 more munition. The way that zooks and other works is that it as a very low accuracy in the case of zooks 3.63% then this is multiply by a stat called target size. A P4 for example is size 20 so (3.63% x 20=72.6%) then penetration is rolled if Armor>Penetration, all penetration does full damage 60(80 for super zooks) for zooks, 160 for AT guns and tank destroyers, and most 75mm do 120. So it unlikely to hit a infantry and when it does it does half its damage, this mean buying zooks makes you almost lose the entire dps of that unit and its also the last to die so DPS is less resilient. This seem small but compare a Jaegar with and without a zook, but their AT deal 160 damage and have 130 pen which is why you want them. Accuracy might be over looked but it will make a big difference USF infantry training gives 10% and Ranger have a innate 20% increase accuracy, they can also fire them on the move for a 50% accuracy penalty. Zooks have 35 range but in practice you want to move them closer or else they won't fire if the vehicle leaves the range and keep in mind that infantry are really slow compare to most vehicles. Another thing is that with USF and especially Ranger its important to always build the tent forward because the free reinforcement medic has a range, the injured unit gives up at 1 minute this will extend the medic range but you don't lose out much. If your Ranger runs into a machine gun, a quick "rally to me" from the captain can save your Ranger running all the way back to base and burning upkeep and a flanking maneuver from can get them into that lethal 10 range.
@N7-SHARK3 ай бұрын
you're right about flanking maneuver... i rewatched and he used it a TON and to great effect. yeah, agree need for a tiger is low at that point. no armor from US player with 3 rangers + 2 howis agree on the weapons approach, though all of this may change in two days with the updated patch.
@walrus14573 ай бұрын
Cheers for covering! Just wanna add war was very sleep deprived when we played this lol
@N7-SHARK3 ай бұрын
haha man, if this is him sleep deprived i don't wanna face him fully rested. awesome game!
@paulfaure62103 ай бұрын
Hello Shark ! Thanks you for this "funny" game !!! 😆 I have a special tips about UKF vs Tiger (for your friend caster) => ATGun 17 pounder ! 17 Pounder have 80 meters range, 290 percing, 240 damage per shoot. So, Tiger go to take 150 damage hp on his front per shoot, and 240 damage hp pr shoot on others side. Well, 17 Pounder ATGun go to kill the Tiger in 5-8 Shoots. And it go to scare the tiger in 2-4 shoots. 17 Pounder cost ~ half of Manpowers, and 12 army points (20 points for the Tiger). So, British have an option to counter the Tiger. But, that need an upgrade, and the map (house, and relief) could be a problem.🧐
@N7-SHARK3 ай бұрын
hey paul... first of all, agree that a 17 lber is a great counter for a tiger. while a 17 lber doesn't have guaranteed penetration of tiger front armor (340 pen close, 290 far vs 380 frontal armor), i'm fairly certain it does 240 damage per shot. what i can't check is deflection damage... the damage the round does if it doesn't penetrate. deflection damage is normally reserved for things that function like artillery - nebelwerfer, brummbar, etc. if you have another source though PLEASE help me out
@paulfaure62103 ай бұрын
@@N7-SHARK I think the shell bounces only in the following case: (Armor - Percing) > 0 & Damage (max) - (Armor - Percing) < 0. If (Armor - Percing) > 0 & Damage (max) - (Armor - Percing) > 0, i think damage = Damage (max) - (Armor - Percing). But we need to test it.
@N7-SHARK3 ай бұрын
hey man... did extensive testing. for ballistic weapons (tank guns, AT guns, rifles), the penetration value and armor value basically help determine the ODDS of penetration... so a gun with 50 pen attacking a vehicle with 100 armor has 50% chance of penetration. if no penetration, no damage, if penetration, full damage. no partial damage values. partial damage comes into account with artillery-style weapons, like rockets, nebel, brummbar, stug d, etc. in this case, a direct hit will cause a penetration test. if it pens, it does full damage. if it doesn't, there is deflection damage (usually 50% of full damage), then AOE is taken into account. hope this helps.
@Bartolomeus0023 ай бұрын
Rangers are so op with the boys call in.
@N7-SHARK3 ай бұрын
sorry, thought i replied to this earlier. the boys are super powerful, but you have to give up the ranger weapons training to get them, and they can really feed your opponents veterancy if used wrong. i do think they need a higher muni cost / cool down though... feels very spammable, especially in larger team games.
@Bartolomeus0023 ай бұрын
The problem is the boys engage too much of oponent army. You cant counter them with vehicles or main infantry squads efectively they just live too long. The one strat is suppression and arty but still it takes too long to kill them. Half your army is locked fighting them for around a minute and ranger player calls them every 2 minutes for 100 muni. They have way too much health.