Intense game, enjoyed it. Quite surprised you teched to T1.5, T2 and T3 all in one match. I always thought you should pick T1.5 or T2 (same as picking either T2 or T3 with wehrmacht)
What a banger way to close out the game! The vision from the double bike was so impressive. When they went down it almost like you were blind for the rest of the game. I wept manly tears when that vet 3 bike finally died. What does the command panzer do exactly? I haven't had a chance to experiment much with this unit but its weapon felt subpar. Also is teching for T3.5 viable for the P4 + Assault Gren call in? I go for that a lot in my games as it feels super MP efficient but I noticed you never even thought about it.
I really like the high explosive rounds on the Command P4 for dealing with infantry. The armour piercing rounds aren't the best, but it's better than teching for P3s. The Commander P4 does the following with it's aura for friendly vehicles "+20% rate of fire and +20% armor. +15% additional rate fire bonus when friendly vehicle is destroyed for 10 seconds". It's a pretty nice synergy with 8rads and maraders which fire rate is really important for them. I do go the P4 + assault gren call in. I just find most the times I tech up for that pathway I can call in a Tiger instead which is the better option! If I'm to poor and can not stall for Tiger then P4 it is.
@@StephennJF It has even greater synergy with the new Stugs. They are one of the few DAK units that really benefit from the 20% armor bonus. Bringing their frontal armor to a whopping 300!
Damn DaK infantry get so fast with combined arms stacked with forward supplies from the med truck. Those med truck bonuses really seem to be DaKs secret weapon for winning the infantry game. Nice to see the command p4 as well. The marders probably really benefit from the ROF buff. Should trynit with a pair of stugs. They'd be nearly invincible and have crazy rof. Have you ever used the command p4s vet 1? Apparently some kind of speed buff
Yeah med truck vet1 aura buff is a hidden gem. It last for 45 seconds as well which is huge! I really like the high explosive rounds on the command P4 and the 8rad/marder greatly benefit from the ROF buff. I should of used it's vet1 ability Supervised Advanced here for '+20% speed and units are 20% harder to hit.' For 30 munitions it's always worth it, especially when the opponent commits to an all-in push.
@@andypandy2848 maybe a bit of a tune down on flamer damage to infantry and definitely to base buildings but 2 CPs is fine imo. They have been at 2 CPs for months. It’s a high risk high reward strat with like the lightest possible tank in the game. If you can catch someone unsuspecting then you can roll them up, but if not. then they are die very fast and there goes your early game investment.
@@Rainwarlord 400mp for 2 tanks at 2 cp? its cheesy and ruins a game forcing a brit player to build stuart every game just in case. Just crap game design .
I havent been able to play the new patch yet, but in your oppinion so far do you think DAK is stronger than before and has more consistent options than the Bersalieri rush ?
Yes! Have a watch of my replay analysis of How to use Paratroopers in 1v1. This goes through the build order to best support Paratrooper based play :) Link: th-cam.com/video/04IRJ1fn_UA/w-d-xo.html
I’ve turned to never building the Marder. They have no performance in this game except in the very late game if you lose your tank(s) you can build 2 to hold back enemy tanks if you’re out of fuel
Yeah I feel the same against USF I prefer go for anti-tank guns, PJs, P3s and/or Tigers. But against British Forces I feel the Marader is a must due to the threat of an Matilda high frontal armour of 260. At long range the pak38 has a penetration of 120 (so only ~45% penetration chance) whereas the Marader has penetration 220 (so 85% penetration). I've had it happen multiple times where my ATG will bounce the first two shots then the Matilda will just over confidently crawl forward and kill my AT line. The only other alternative is the Tiger (expensive as) or the flak 36 (only works on open maps).
Hard dissagree. Marders are really your most viable AT against Matilda, Grants, and EZ8s. DAK AT guns just don't have enough penetration for fighting lategame allied armor.
I'd be cautious of making it any lower though, if it's lower than 25 seconds it simply be a no brainer to rush either side of the map to harass the US first scout. Whereas as it is, if DAK pick the wrong side to Scout harass then DAK is down a capping point. Straight double or even triple bike start would become the meta if it was to short, especially with the cheaper base cost.
I'll need to do more testing to get a sense of it but bike combined arms is very strong in the hands of a good player, especially when combined with it's vet 1. The nerf is pretty significant with how vulernable bikes are to flanks. I think the meta game will develop where Riflemen and Infantry Sections must take extra care in leap frogging from one cover to the next. Bikes are pretty bad verse units in cover and can not get close for a long time with how dangerous small arms fire penetration is a short range in 1.8.0.
My god that stuka drive bome
Big stuka hit! I think he was distracted by the minefield that damaged the Crusaders engines!
Wow that was an intense match! DAK is soo micro intensive, I definitely fall apart late game with having to juggle so many different units.
Intense game, enjoyed it.
Quite surprised you teched to T1.5, T2 and T3 all in one match. I always thought you should pick T1.5 or T2 (same as picking either T2 or T3 with wehrmacht)
What a banger way to close out the game! The vision from the double bike was so impressive. When they went down it almost like you were blind for the rest of the game. I wept manly tears when that vet 3 bike finally died.
What does the command panzer do exactly? I haven't had a chance to experiment much with this unit but its weapon felt subpar. Also is teching for T3.5 viable for the P4 + Assault Gren call in? I go for that a lot in my games as it feels super MP efficient but I noticed you never even thought about it.
I really like the high explosive rounds on the Command P4 for dealing with infantry. The armour piercing rounds aren't the best, but it's better than teching for P3s.
The Commander P4 does the following with it's aura for friendly vehicles "+20% rate of fire and +20% armor. +15% additional rate fire bonus when friendly vehicle is destroyed for 10 seconds". It's a pretty nice synergy with 8rads and maraders which fire rate is really important for them.
I do go the P4 + assault gren call in. I just find most the times I tech up for that pathway I can call in a Tiger instead which is the better option! If I'm to poor and can not stall for Tiger then P4 it is.
@@StephennJF It has even greater synergy with the new Stugs. They are one of the few DAK units that really benefit from the 20% armor bonus. Bringing their frontal armor to a whopping 300!
Oh I haven't tried that yet! I'll definitely see how that goes in a future DAK game :)
Damn DaK infantry get so fast with combined arms stacked with forward supplies from the med truck. Those med truck bonuses really seem to be DaKs secret weapon for winning the infantry game. Nice to see the command p4 as well. The marders probably really benefit from the ROF buff. Should trynit with a pair of stugs. They'd be nearly invincible and have crazy rof. Have you ever used the command p4s vet 1? Apparently some kind of speed buff
Yeah med truck vet1 aura buff is a hidden gem. It last for 45 seconds as well which is huge!
I really like the high explosive rounds on the command P4 and the 8rad/marder greatly benefit from the ROF buff. I should of used it's vet1 ability Supervised Advanced here for '+20% speed and units are 20% harder to hit.' For 30 munitions it's always worth it, especially when the opponent commits to an all-in push.
I really enjoy watching 1v1s but will you ever post 2v2 3v3 or 4v4 content?
Team games will return with a week or so :)
vision is the ultimate advantage
Eye of Sauron style! :D
@@StephennJF One Meta to Rule Them All
The only thing keeping the flak track from being more OP then it is, it doesnt have the vision on its own to support its 45 range.
You gotta try the L6 flamer strat. Super fun to pull off
Will do! :)
that shit needs a hotfix L6 at 2 cp is totally broken.
@@andypandy2848 maybe a bit of a tune down on flamer damage to infantry and definitely to base buildings but 2 CPs is fine imo. They have been at 2 CPs for months. It’s a high risk high reward strat with like the lightest possible tank in the game. If you can catch someone unsuspecting then you can roll them up, but if not. then they are die very fast and there goes your early game investment.
@@Rainwarlord 400mp for 2 tanks at 2 cp?
its cheesy and ruins a game forcing a brit player to build stuart every game just in case. Just crap game design .
Would be more interesting to see how too handle the new dak with the brits.
I'll get some games in :)
Looking forward to it, good game!
I havent been able to play the new patch yet, but in your oppinion so far do you think DAK is stronger than before and has more consistent options than the Bersalieri rush ?
Yes! DAK is definitely stronger with the buffs to PGs, bike combined arms bonus and Guastatori.
gusta are due a hotfix and so should L6. Both are broken
Yeah I agree! Relic confirmed it's on the way a hotfix.
Hey brother, do you happen to have a build order for airborne? With USF.
Yes! Have a watch of my replay analysis of How to use Paratroopers in 1v1. This goes through the build order to best support Paratrooper based play :)
Link: th-cam.com/video/04IRJ1fn_UA/w-d-xo.html
I’ve turned to never building the Marder. They have no performance in this game except in the very late game if you lose your tank(s) you can build 2 to hold back enemy tanks if you’re out of fuel
Yeah I feel the same against USF I prefer go for anti-tank guns, PJs, P3s and/or Tigers. But against British Forces I feel the Marader is a must due to the threat of an Matilda high frontal armour of 260. At long range the pak38 has a penetration of 120 (so only ~45% penetration chance) whereas the Marader has penetration 220 (so 85% penetration). I've had it happen multiple times where my ATG will bounce the first two shots then the Matilda will just over confidently crawl forward and kill my AT line. The only other alternative is the Tiger (expensive as) or the flak 36 (only works on open maps).
The slight rotation buff has felt noticable to me. It can track targets a bit better at long range and actually land the shot.
Hard dissagree. Marders are really your most viable AT against Matilda, Grants, and EZ8s.
DAK AT guns just don't have enough penetration for fighting lategame allied armor.
@@StephennJF thanks for your response! I’ll start considering it for brits
@@MrAerohank yeah I’m going to give them another chance next time I play. I’m playing last train home for a bit though
30sec build time on bike too much imo
I'd be cautious of making it any lower though, if it's lower than 25 seconds it simply be a no brainer to rush either side of the map to harass the US first scout. Whereas as it is, if DAK pick the wrong side to Scout harass then DAK is down a capping point. Straight double or even triple bike start would become the meta if it was to short, especially with the cheaper base cost.
What a broken patch the bikes have speed, capping, vision, combined arms and vet one debuff. Should atleast have to have vet for combined arms
I'll need to do more testing to get a sense of it but bike combined arms is very strong in the hands of a good player, especially when combined with it's vet 1. The nerf is pretty significant with how vulernable bikes are to flanks. I think the meta game will develop where Riflemen and Infantry Sections must take extra care in leap frogging from one cover to the next. Bikes are pretty bad verse units in cover and can not get close for a long time with how dangerous small arms fire penetration is a short range in 1.8.0.