Iirc all tank hunters from the US Army were hand cranked. So the turret traverse time should be very very slow
The Hellcat could rotate its turret 360 degrees in 15 seconds, so its turret traverse shouldn't be slow.
Iirc all tank hunters from the US Army were hand cranked. So the turret traverse time should be very very slow
Iirc all tank hunters from the US Army were hand cranked. So the turret traverse time should be very very slow
You play 3rd armored for the jumbo. The tank you use to to push ahead of your 76 Sherman's or support your infantry. 3rd armored also gets the calliope and more 76 Sherman's than 4th.I really don't see any good use of the 3rd AD anymore, if you were to play a 2 v 2 or a 3 v 3 I would pick the British Guards with the FF that could keep the Panthers in check. Regular Shermans are still too expensive in my opinion making them hardly cost effective.
I feel like Sherman's prices are pretty good currently. Sure a single Sherman 76 can't stand up to a panther like a firefly can but it doesn't need to.
Maybe a miscommunication on my part. Im not using my fireflies to fight 1 v 1 but I'm saying the firefly has a chance at defeating panthers in max range engagements. The 76 does not have such chance with its 13 ap.Sherman pricing aside, a minor nitpick to this statement...
Trying to "stand up" to a panther with a Firefly is a really bad idea. You're looking at a 17% (panther A) or 28% (panther D) penetration chance at max range versus a 72% chance of the panther penetrating you. Closer ranges will shift the ratios a bit more favorable, but only because the Panther doesn't have much better to get than "always penetrates you". At 210 points for the Firefly versus 240 (D) or 280 (A) for the Panther, that's going to be a painful exchange rate until you get to very short ranges where it's just going to be a duel of who shoots first.
The odds and appeal of trying to win that fight are also made worse by Panthers tending to get better quantities and vet, overall, versus Fireflies.
It's a bit more like "a Firefly has a shot at penetrating a Panther you've already stunned with HE, assuming it doesn't get popped by something else while lining up the shot" than "standing up" to it, really.
(as for the Hellcat pricing, I've already said my bit on that earlier)
Maybe a miscommunication on my part. Im not using my fireflies to fight 1 v 1 but I'm saying the firefly has a chance at defeating panthers in max range engagements. The 76 does not have such chance with its 13 ap.
4th AD has a stronger A opener due to ace Abrams, Hellcats, and 105 Sherman. But gets weaker over time as it doesn't have access to any calliopes, Jumbos, or elite AT guns like the 3rd Armored does that allows it a better chance at taking out German big cats.
Which is why I said I don't play like this. The guy said there is no reason to play 3rd armored over guards because the fireflies can keep panthers in check. I don't know what you take from that but to me that sounds like he's fighting them max range from the front which is why I said what I said. Not because that's how they should be played.Neither of them should be used that way so point is moot.
I have been playing 4AD for a while now, and a strong opener is to use the M4 Abrams/Hellcat, 2 AA vehicles and infantry, with enough money saved to get a B26 Marauder when 1min has passed. You can dominate the skies with impunity unless the enemy player has really strong AA (like an 88).
Just to make it clear I'm talking about the whole 4th, not just m18. What do you think will happen to your AT guns and Maraders with a B26 flying around?
I have been playing 4AD for a while now, and a strong opener is to use the M4 Abrams/Hellcat, 2 AA vehicles and infantry, with enough money saved to get a B26 Marauder when 1min has passed. You can dominate the skies with impunity unless the enemy player has really strong AA (like an 88).
130 + 100 + 70 + 70 + 40 (banked for marauder) leaves about 90pts, which is enough for 3x inf and 1x recon assuming I remember Abrams price right.
Not a ton of coverage, but I ran something similar on an open map.
With St Mere Eglise it seems pretty light. Do you just ditch the town and roll a side?
17ss is very good counter division to the 4AD. They have phase A 75mm, Phase A maraders and then in B, they have more 75mm and vetted maraders.