Ver Versão Completa : Double PE Strategy Guide

29/04/2010, 12:00
Já que a velha tática voltou com força total e aqui no fórum não tinha, segue:

Double PE can be one of the most effective combinations in 2v2s. It allows for incredible firepower early (g43s, mp44s, acs, inf hts, mortar hts, at hts, marders) that can knock out British players before they even get a chance to get sim city and render riflesquads damn near worthless in the process. Double PE is also much more mobile which allows teams to focus on certain areas and easily move to other areas quickly when needed.


• Each player absolutely has to support each other nearly at all times, any lapses can literally lose you the game.
• The aim is to win the game quickly, as the longer the game goes on the more difficult it becomes for double PE
• Don’t forget about Bergers, they are awesome when built around the 20 minute mark. Usually you can get a couple HTs and maybe a marder or two, if you haven’t won or lost by then.
• Be aggressive, but don’t be stupid or overly aggressive. Push when you see weakness, but don’t push too hard as to lose too much of your army. Your goal is ALWAYS to destroy the brit HQ. Remove the barriers that stop you from achieving that and you will.
• Always keep pressure on the brit, even if it’s just token pressure. It’ll keep them occupied and won’t allow them to advance.
• This strategy requires a highly effective team working fluidly together. This is the strategy Tamiya and I were using before he left… we are 50-0 on it in 2v2at under smurfs.

Player 1 (T2/T4 - Luftwaffe)

Build Order:

1. http://i29.tinypic.com/1znrdpi.jpgx4http://i32.tinypic.com/2j5cbk8.jpgx2http://i32.tinypic.com/s5wpw2.jpghttp://www.gamereplays.org/community/uploads/post-70591-1222607029.pnghttp://i25.tinypic.com/opzg48.jpg
2. http://www.gamereplays.org/community/uploads/post-70591-1222607833.pnghttp://i26.tinypic.com/50jloh.jpgUpgradehttp://i26.tinypic.com/50jloh.jpgx2http://www.gamereplays.org/community/uploads/post-70591-1222607029.png(Option)
3. http://www.gamereplays.org/community/uploads/post-70591-1222607872.pngA)http://www.gamereplays.org/community/uploads/post-70591-1222607784.pngB)http://www.gamereplays.org/community/uploads/post-70591-1222607797.png

Shrecks come after Luftwaffe, 2nd inf HT is optional
4th PG builds T2 immediately
If you are getting more fuel than them, T4 gets built.
A) If you suspect a stuart/m8 rush then get an AT HT and perhaps a second Inf HT with another shreck squad.
B) If you see BARs, emplacements, or a captain go straight to Pz4.


• This player will going heavily with half-tracks (infantry ht, then mortar ht, then either at ht or pz4, depending on the situation).
• Infantry HTs - Shreks inside provide excellent early at, protect your shreks from canister shots and they can run your squads right by mgs, They’re excellent for base rushes and is also a good counter for very early snipers that double PE has a huge problem with (with the help of cloaked kettens from luft)
• Mortar HTs – Help clear out trenches with flame nades, deals with mgs, blobs, and emplacements extremely well, regardless of what part of the game you’re in
• AT HT’s/Pz4 – If you’ve successfully managed to cut them off from fuel for an extended period of time, a Pz4 will be built. If not, then an AT HT will help bridge the gap for the second PE player to get marders on the field and positioned correctly.
• The 88 – The 88 is such an awesome defensive emplacement, and on certain maps (Rails, Wolfheze, etc) it can be a game changer. Getting the 88 up will stop vehicles in their tracks. Generally if the second PE player goes Tank Destroyers an 88 won’t be necessary, but an 88 in combination with Scorched Earth is deadly. Plus, it’s rare to see an 88 from a dual PE team so the allied team probably won’t be expecting it
• Don’t bother with Henshel, it’s bugged and doesn’t work. Don’t forget about goliaths and butterfly bombs, especially butterfly bombs against all kinds of blobs. They even damage engines sometimes. Remember they are MINES, not Arty. They should be dropped where you expect units to go, not on top of units.

Player 2 (T1/T3 – Tank Destroyers or Scorched Earth)

Build Order:
1. http://i29.tinypic.com/1znrdpi.jpgx3http://i32.tinypic.com/2j5cbk8.jpgx2http://i30.tinypic.com/2e3zciq.jpg*
2. http://www.gamereplays.org/community/uploads/post-70591-1222607715.pnghttp://i25.tinypic.com/vpdi1h.jpghttp://i32.tinypic.com/aachag.jpgx2
3. http://www.gamereplays.org/community/uploads/post-70591-1222607724.pnghttp://www.gamereplays.org/community/uploads/post-70591-1222607044.pngUpgradehttp://www.gamereplays.org/community/uploads/post-70591-1222607044.pngx3

* - Upgrade to MP44s for your PGs the rest of the game after second G43
3rd PG builds T1 followed by T3 immediately
Build scout cars or PGs in-between the marders
Get AT Nades or Flame Nades, if they’re needed to deal with trenches or emplacements
Late game get the squad size upgrade and group zeal


• This player will be extremely aggressive, with all their units.
• Be aggressive with marders, if you get a marder out before you see any light vehicles, bring it straight to the British HQ along with your partners Inf HT’s and AC’s. If you can deal a 10 minute knockout blow then do it, the allies are most vulnerable at this time of the game.
• Micro your ACs! These will be the most important unit you have because when they start to get vet (always use defensive vet, also) they will become damn near impossible to kill as long as theyre microd. The other units on the field (mainly marders and mp44 squads) don’t require nearly as much micro.
• Losing PG squads isn’t the end of the world, it’s not as bad as losing a rifle squad or a tommie squad. Once you have group zeal and squad size upgrades, PG squads become much more resilient. Always use defensive vet on mp44s, there’s not point is putting offensive on and having them mowed down by tommies before they can even get in range to use their weapons effectively.
• Never leave a marder out by itself unsupported, any vehicle can beat it 1v1, but you’ll be hard-pressed to find 2 vehicles that can effectively beat 2 marders positioned correctly. A shrek is the best support (which woud come from your teammate), but a marder behind it and staggered to the left or right works as well.
• Tank Destroyers - if chosen, going for teller mines first before RHS for Jagd can be effective, but generally I just go straight for Jagd. Make sure to tank awareness…you can tell where attacks are coming from before they get into your view, allowing you precious time to reposition marders and be ready. The Jagd is obviously the best tank in the game, and played correctly it sometimes single handedly make allied armor useless.
• Scorched Earth - if chosen, it’s a really difficult choice to go LHS or RHS. If you’re on a map that’s huge (McGech), where points change hand often (Lorraine), or that have a ton of munitions (both McGech or Lorraine), then going straight LHS then RHS is usually better. The PG booby traps are just awesome, especially considering they’re free, and they can damn near lock a side down by themselves, especially, for example, the right side of McGechaens. Only in certain circumstances going Hummels a better choice. If you’re low on munitions and just can’t afford mp44s as well as sector arty, if the enemy is just camping and you just can’t break through without arty, or the are blobbing up so bad that hummels are the only real choice to kill the blob are the only time I'd go RHS first. Usually I go LHS first because of the free booby traps and sector arty can be an unbelievable ability, especially on maps with big sectors (Lorraine, Wolfheze) or chokepoints (Rails, etc).
• Generally you're going to want to wait until you have about 4cps before you pick a doctrine. Usually by then it's an obvious choice, they're either blobbing or m8/stuart/tank spamming.

by ntd

Fonte: GameReplays