British Openings and Build Order

A place to debate and share game or general military strategy/tactics.
kwok
Posts: 911
Joined: 29 Mar 2015, 05:22

British Openings and Build Order

Postby kwok » 21 Oct 2016, 21:50

What are your openings/build orders as Brits? Does high/low resource make a difference? What about map types?

I've been toying around with some openings with teammates. If I can count on my teammate to go hard AT, meaning 2x amount to cover for two people, I can go double sappers and rush an emplacement. Being able to drop an early mortar emplacement is really really strong. It's super risky, but really can snowball to a strong mid game. Of course, if the mortar emplacement is bumped up one tier then the story changes. I wonder with the new patch meta and the delay in mortar halftracks if an early MG emplacement will be worth it.

Dr Gun
Posts: 3
Joined: 20 Mar 2017, 20:32

Re: British Openings and Build Order

Postby Dr Gun » 20 Mar 2017, 20:45

The delayed mortar really forces the Brits to play the opening much tougher now than it has been, but the patch change has been for the better.

Depending on what the enemy team is, I usually open with a lieutenant first, then if the opponent is light vehicle heavy I usually do two AT boys, with one capping points.

In the last couple of games I've also been building a MG next to secure some territory and then a Bren after that.

I've never considered building double sappers before but that is an interesting idea, but it doesnt seem to me like it would hold up to early game pressure.

kwok
Posts: 911
Joined: 29 Mar 2015, 05:22

Re: British Openings and Build Order

Postby kwok » 21 Mar 2017, 17:06

I've seen only a few games with the Bren Carrier. Shadow and I were talking about it actually. We were both debating if losing the dingo binoculars was worth the extra mobile firepower provided by the bren. How has that been working for you?

speeddemon02
Posts: 132
Joined: 20 Jan 2015, 03:11

Re: British Openings and Build Order

Postby speeddemon02 » 22 Mar 2017, 08:17

As CW I start with the Lieutenant while the sappers go out and capture territory. The next part will change depending on the map, if I intent to have a MG crew and .55 AT team in a building the distance will matter. I will build the MG team if there is a chance that they will not make it if I build them later. The .55 AT I build will tend to grab a sector or two depending on type and distance. I go for some kind of defense somewhere annoying for the time. After that I get the Dingo and upgrade it to capture territory to go harass the early infantry and any motorcycles/schwimms. The more MP I can force the opposite side to spend or deny the better especially against the high MP costs of the CW. Having a lot of these units out overwhelming the territories more often puts me in a better position later on or at least gives me a good foundation to work with as the game progresses. Getting the field truck built for the mortar emplacements is top priority.

kwok
Posts: 911
Joined: 29 Mar 2015, 05:22

Re: British Openings and Build Order

Postby kwok » 16 Jun 2017, 23:50

Redgaarden wrote:My advice would be to get used to Brits as I find US to be lackluster in the competetive scene.
For early game you use your starting sapper and run it to the middle of the map, then find the closest heavy cover that faces the enemy. Remember that your sappers dont have to build anything and are a strong and cost efficent unit and dont forget to use your sprint ability to take that extra bit of land early game if it allows you.

Your first unit to buy is the boys 55cal section. You need some support for your way overextended sapper squad as fast as possible, the 55cal squad is not necessary to deal with early scwhimm as the lee enfield rifles the sappers carry have high penetration value. And as long as they stay in heavy cover they will destroy most enemy starting units even when outnumbered. the 55boys is just there to add 2 more rifles and make sure enemy early light vehicles can't go: engage, disengage, repair engage and repeat. That and 55cal can also holds off scouts cars and later, pumas.

Now you can get your LT. You'll be using him to cap points and then recon and spotting. Keeping this unit alive is optimal, but keeping him alive is always nice since he is a detector unit and you can just keep him in your flanks (without binculars) and accidentally kill enemy recon troops that try to go through your lands and when advancing through enemy lands you always need a detector unit for killing the inevitble cloacking untis that linger on the frontline.

By now you should hold some land and have some few guns in cover and a officer looking for some more krauts for your rifles to shoot at. But you should first be a little more observant! what is this you see on the horizon?
-If you see nothing and your soldiers mysteriously die; Then that there is a "Sniper" for these particular enemy is no problem for the mighty brits. Just get a infantry section and countersnipe the fucker. Infantry section have 5 models more than the sniper and a "deploy marksman" ability. You just click on "deploy marksman" and click the sniper. If the ability goes yellow just wait and dont move the infantry section. They will shoot the sniper as soon as it appears again.
If that doesn't work get another section. One for finding the sniper and the other for shooting.

-What is this? a red building that instantly kills all squads that get near it!; This is probably a mg42 in a house. to deal with these you can build a WASP bren carrier. Most likely the enemy wont have any anti tank you can just rush straigh at the building. in the rare case there is a pak gun, just use the building as a line of sight blocker and approach from that angle. Anti tank guns have a 100% chance to harm your mobility so if you get hit I hope you already have done your job because you wont escape the 2nd hit. Driving away from a pak gun is kinda safer since you will be shwoing your rear and have less chance to get immobilized. I know weird?

-armored vehicle peppering your position with machinegun fire; This means the enemy went logistic support (Panzer elite light vehicle building) This one is easy to deal with. Just get a 2nd boys squad. Stay away from bren carriers in this situation since the enemy gets cheap mobile anti vehicle.

-"Swarm" of enemy infantry approaching your position; If none of your men are dying this probably means the enemy are using cannon fodder soldiers just build another sapper squad for a cheap counter. Incase enemy uses real soldiers get the bulletproof machine gun carrier "Bren" and equip it with a vickers HMG. This will hold off all early elite infantry from advancing too close to your lines. Just be sure to keep the Bren carrier away from enemy anti tank gun fire since it will most likely destory the engine reuslting afterwards the bren carrier getting destroyed.

-If enemy builds mortar; get a infantry section and burst the mortar down and snipe it when it tries to pack up reuslting in the mortar warping away from existence making the enemy look really stupid for building a mortar as their 3-4th unit.


In conclusion. Dont play US, Get the most ideal location with first sapper. Support said sapper with boys. Dont get overun. And fourth unit is counter pick to what enemy does.
This guide should make it that everyone can survive the first 5 minuts of the game.

User avatar
Panzerblitz1
Team Member
Posts: 1158
Joined: 24 Nov 2014, 00:12
Location: Paris, right under the Eiffel tower.

Re: British Openings and Build Order

Postby Panzerblitz1 » 17 Jun 2017, 01:20

Kwok please don't double post, thx.
Image


Return to “General Discussions on Strategy and Theory”

Who is online

Users browsing this forum: No registered users and 1 guest