The reason why the Humbar is pretty bad in 4v4 is that when you have the option to build them it's in the t2 building which is exactly when AT hit the field. It dies to exactly 2 shots at 78.9% per shot(62.2%) because its size 16, the dingo gets a 52.22% per shot or 27.27% for 2 shots. It also slows down your tech by about 90-120 secs. AT has a range of 60 and normal ranges are 35 for small arms and 40 for tank main guns. The humbar also realistically doesn't hunt anything but infantry. The Stuart will force you into committing 25 fuel and risk another 35 but it can at least survive a minimum of 3 AT rounds and can ward off 8 Rads,Wirbels, and stummels. The dingo is good because you can build it or a section it has about 5-6 minute before AT arrives and once you suspect the timing on grenades you can just keep it at a distance. The medpack might seem small but it arrives at a time where everyone doesn't have heals and it does it in the frontline, not just a manpower save once you win the fight but a tempo save as well, its annoying at this stage to reinforce half health units that gets picked off as soon as it get to back into the fight. It has 7 pen which mean it will 100% penetrate a 250 while the 250 only has a 33% chance on the return fire, this means no clown car shennigans. MGs can be flank due to the its speed and Mortar will just get run over. The dingo in its current stage really is a apex predator. Ditching it in base to be recalled when it gets to dangerous cost 4 MP per minute which is definitely worth doing since the refund is 265 MP. Also, if your light vehicle is stationary you can post your infantry on it for heavy cover. In terms of which commando is better most of the time the 4 man LMG is actually much better then the 6 man sten-mandos. Don't let the small squad size fool you they are actually a lot more durable then you think, if you compare them to Tommy Sections, they are only -35 less HP, similar to Sections they are best at 35 meters but even if other infantry close the distance they still hit hard, and will beat Bren-Section at all ranges,this also means they can more comfortablely actually use their Camouflage ability and if you double up on your LMG commando they hit crazy hard and can easily take care of your Guastatori problem. They are also cheaper at 280 manpower and cheaper to upkeep then the 6 man, they still cost 12 upkeep though. The camo also lets them get really good repositioning. Allies can build tank traps for full cover in 12 seconds rather then sandbags, only heavy tanks can crush them. The crusader is not a tank that great in 1v1 and downright useless in 4v4 when the game has a wall of AT from north to south. The crusade AA comes in earlier but the damage is bad and the centaur is not bad but it not a dozer, doesn't deal with the axis light spam,and will slow down t3 significantly. Unfortunately, its matildas, churchil, and grants. The two things the 6 man is good for is demo charges and cheesing the victory points, the navel strike is really good for 3 things: area denial, deleting Flak 36, and creating perfect indestructible holes that provide light cover for your commando to run invisible around, wipe out single infantry with their sten and cooked grenades. Otherwise, they are pretty bad infantry and compare poorly to normal mainline infantry let alone elites. You can also make crater covers with the Howi, the holes are about 10 meter so you can space them easily using the holes as measurement, OXOXO, to make a indestructible camo highway. I still don't like them. You can imagine 660 health, smoke, and camo be pretty strong in that situation. Guastatori and Strupp are more durable then they appear against small arms, they are actually armored. Gus have 1.5 armor and Strupp got 1.25. Most small arms with only bounce 1/3 the time against Gus and 1/5 of the time against Strupp. LMG have more then 1 pen but they are not really good answers to either units, vehicles is the best answer against them. Footguards are also pretty cracked, they have a super version of the Thompson. As in they are as strong as ranger with only 4 guys holding a thompson and 2 bazookas. They are good decent AT and good if you can flank with them. They do Ok against Guastatori they lose but are much better off then most of the Brits stuff.
@@Ogema-1 great notes!! You hit the nail on the head with the dingo and Humber. Dingo is crazy strong right now. Early game it's so useful and the healing is clutch. The Humber dies way too fast. I always want to do Stuarts but the fuel tech holds me back. If I play smart and keep a Humber alive (which I didn't lol) its a great move and I can refund the Humber. But when it dies I get screwed. I love the LMG commandos too, super strong, pretty cheap, and the camo gives them great utility. I wasn't actually planning on calling in any commandos this match but I had to use them as an emergency at the end to stop the push from the enemy. Love to see your notes Brother. Very insightful, I agree with everything
@@mr.murica2622 it changes slightly. I'd say that the smaller the game gets, the more infantry I build. Like in 2s and 3s I would build 3 sections probably. But in 4s would do 2 and a lot more vehicles
Love to see all the mines 🎉 Great game!
@@JohnstyPonst mining to victory ⛏️
Like and good video.👍👍 Nice work.
@@JuanBautistaDumasOvejero thank you!
The reason why the Humbar is pretty bad in 4v4 is that when you have the option to build them it's in the t2 building which is exactly when AT hit the field. It dies to exactly 2 shots at 78.9% per shot(62.2%) because its size 16, the dingo gets a 52.22% per shot or 27.27% for 2 shots. It also slows down your tech by about 90-120 secs. AT has a range of 60 and normal ranges are 35 for small arms and 40 for tank main guns. The humbar also realistically doesn't hunt anything but infantry. The Stuart will force you into committing 25 fuel and risk another 35 but it can at least survive a minimum of 3 AT rounds and can ward off 8 Rads,Wirbels, and stummels.
The dingo is good because you can build it or a section it has about 5-6 minute before AT arrives and once you suspect the timing on grenades you can just keep it at a distance. The medpack might seem small but it arrives at a time where everyone doesn't have heals and it does it in the frontline, not just a manpower save once you win the fight but a tempo save as well, its annoying at this stage to reinforce half health units that gets picked off as soon as it get to back into the fight. It has 7 pen which mean it will 100% penetrate a 250 while the 250 only has a 33% chance on the return fire, this means no clown car shennigans. MGs can be flank due to the its speed and Mortar will just get run over. The dingo in its current stage really is a apex predator. Ditching it in base to be recalled when it gets to dangerous cost 4 MP per minute which is definitely worth doing since the refund is 265 MP. Also, if your light vehicle is stationary you can post your infantry on it for heavy cover.
In terms of which commando is better most of the time the 4 man LMG is actually much better then the 6 man sten-mandos. Don't let the small squad size fool you they are actually a lot more durable then you think, if you compare them to Tommy Sections, they are only -35 less HP, similar to Sections they are best at 35 meters but even if other infantry close the distance they still hit hard, and will beat Bren-Section at all ranges,this also means they can more comfortablely actually use their Camouflage ability and if you double up on your LMG commando they hit crazy hard and can easily take care of your Guastatori problem. They are also cheaper at 280 manpower and cheaper to upkeep then the 6 man, they still cost 12 upkeep though. The camo also lets them get really good repositioning. Allies can build tank traps for full cover in 12 seconds rather then sandbags, only heavy tanks can crush them.
The crusader is not a tank that great in 1v1 and downright useless in 4v4 when the game has a wall of AT from north to south. The crusade AA comes in earlier but the damage is bad and the centaur is not bad but it not a dozer, doesn't deal with the axis light spam,and will slow down t3 significantly. Unfortunately, its matildas, churchil, and grants.
The two things the 6 man is good for is demo charges and cheesing the victory points, the navel strike is really good for 3 things: area denial, deleting Flak 36, and creating perfect indestructible holes that provide light cover for your commando to run invisible around, wipe out single infantry with their sten and cooked grenades. Otherwise, they are pretty bad infantry and compare poorly to normal mainline infantry let alone elites. You can also make crater covers with the Howi, the holes are about 10 meter so you can space them easily using the holes as measurement, OXOXO, to make a indestructible camo highway. I still don't like them. You can imagine 660 health, smoke, and camo be pretty strong in that situation.
Guastatori and Strupp are more durable then they appear against small arms, they are actually armored. Gus have 1.5 armor and Strupp got 1.25. Most small arms with only bounce 1/3 the time against Gus and 1/5 of the time against Strupp. LMG have more then 1 pen but they are not really good answers to either units, vehicles is the best answer against them.
Footguards are also pretty cracked, they have a super version of the Thompson. As in they are as strong as ranger with only 4 guys holding a thompson and 2 bazookas. They are good decent AT and good if you can flank with them. They do Ok against Guastatori they lose but are much better off then most of the Brits stuff.
@@Ogema-1 great notes!! You hit the nail on the head with the dingo and Humber. Dingo is crazy strong right now. Early game it's so useful and the healing is clutch. The Humber dies way too fast. I always want to do Stuarts but the fuel tech holds me back. If I play smart and keep a Humber alive (which I didn't lol) its a great move and I can refund the Humber. But when it dies I get screwed.
I love the LMG commandos too, super strong, pretty cheap, and the camo gives them great utility. I wasn't actually planning on calling in any commandos this match but I had to use them as an emergency at the end to stop the push from the enemy.
Love to see your notes Brother. Very insightful, I agree with everything
Does your build order change between 2v2s 3v3s and 4v4s? Obviously it would be different for 1v1s. I’m still trying to learn the game.
@@mr.murica2622 it changes slightly. I'd say that the smaller the game gets, the more infantry I build. Like in 2s and 3s I would build 3 sections probably. But in 4s would do 2 and a lot more vehicles
Good game
@@mocha8sugar thank you!