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PE Openings and Build Order

Posted: 21 Oct 2016, 21:51
by kwok
What are your openings/build orders as PE? Does high/low resource make a difference? What about map types?

Re: PE Openings and Build Order

Posted: 13 Mar 2017, 06:50
by kwok
I like to think of openings in BK like chess. A lot. I think I made a post a long time ago about the characteristics of a "good opening" and compared it to chess: strong hold in center, optimizing developing units quick, and ensuring security.

There are a few opening's I've seen by players and I hope they don't mind I mention/discuss them here! Especially for PE, I think I'm going to put up who I think is the iconic king of PE openings. So much so that I HATE playing against him but I think he's a fine person. He typical does 2 kinds of openings (hope he doesn't mind I share the secrets) and I am going to refer to them in his name.

THE WURF TRADITIONAL
This is when there is a map with a building in the center. Wurf will build the infantry building first and immediately rush his pgrens to the center building. He then occupies that building with micro, dodging grenades and in general focusing on making sure no one else can occupy the building. Meanwhile, he will build an MG that is intended to garrison the building. Once the MG is in that building, he uses that as a really obvious base of control. The MG stops jeeps and all other infantry pretty handily. THis really stops the allied player from advancing and claiming any valuable resources. Though Wurf doesn't capture fast, neither does his enemy which extends the early game giving him time to react to the powerful Allied midgame.
Meanwhile, he will get a schwim to capture the back until the territory is connected enough he can FHQ the building. Once the FHQ is up, he will most likely retreat his pgrens to build a logistik building to build the first 50mm AT gun to stop the allied mid-game. Once his AT gun is up and he has safely secured the FHQ from infantry and car threats (basically anything Allies can throw mid-game), he builds the EVER ANNOYING MOTHER FUCKING MORTAR HALFTRACK. The mortar halftrack becomes his bread and butter, he uses it to prepare attacks, finish attacks, harass, everything. His micro with the mortar half track really just keeps draining Allies of their resources until Wurf can skip the midgame entirely and push right into late game units where Axis thrive.

THE WURF PIONEER-VARIATION
I think ever since people started catching on to the Wurf Traditional and opening with mortars to counter mg42... Wurf has changed his style to opening with the sturmpios instead. This is aggressive and ballsy as hell because sturmpios are really really squishy. He still does the same thing of forcing a fight in the center, but the difference with the sturmpios is that it is like he is openly countering any mortar a typical player with throw at him. The trick that truly makes him successful though isn't his build order here, but his formation. He always leads with pgrens to soak the damage, then he follows up with sturmpios to do the damage. This is extremely important to make sure the sturmpios survive crossing with no cover. Once he has secured the middle, he reverts back into his Wurf Traditional.

I HATE the way Wurf plays, but it works so well... it works so so well....

Re: PE Openings and Build Order

Posted: 13 Mar 2017, 07:49
by Panzer-Lehr-Division
I usually start now with 2 pg's then I go to logistic or inf *Depend on enemy faction* against us: 2 pg 3 scoutcar 2 pak's 1 mortar the Rest is depending on their doc's would be a huge list to wrote by Any doc then vs Brit 2 pg stormgrens 2 mortar ht pak you can early destroy their ht's with Grenade bundle the 20 mm car sniper and mg and pak's but when I think recce comes

Re: PE Openings and Build Order

Posted: 13 Mar 2017, 08:39
by kwok
Do you mind putting a few periods in there? You're a good player but i have no idea what you said there.

Re: PE Openings and Build Order

Posted: 13 Mar 2017, 09:18
by Panzer-Lehr-Division
kwok wrote:Do you mind putting a few periods in there? You're a good player but i have no idea what you said there.


Sorry i was on phone^^... Against us: 2 Pg's followed by 3 scoutcar. Sure 1 get lost, but it definitaly kills the us pak you can easily flank it after the us at gun is down if possible i take it. so that i have 1 small pak. after killing the pak with the scoutcar's i use them to op i then get stormgren's after storm's i get the veterancy upgrade for inf * so that almost all inf i have are vet 4 late game* Then i get a mortar car or 2 pak 50mm depend's on how enemy play aggresive or campy def style I then make a ambulance car and a hauptsturm in that and let it follow my inf. Somehow Haupt has a way's bigger aura range in a ambulance car o.o.... I then wait to see us doc i have for any pe doc a dif playstyle, so if iwould write any doc in here it would be a 3 site long text lol Against uk: 2 pg's to kill of boy's wich work's always somehow. then 1 scoutcar to kill of their mg and leutenant or section again upgrade for veterancy then goin to 2 mortar halftrack's *hard micro is needed* 1 panzerbüchse,pak50,ambulance car, Haupt. and then again i wait for their doc to see how i continue


Edit: As example when i play se, i am using very much inf. i go first for the flame stuff, then the 100 ammo for fuel because i do not make much vehicle's so i do not need any fuel really then over to Wespe, before i make 2 wespe's i make a 210 after i got a Wespe and a 210 i slowly start to attack, depend on me or enemy attack i support them with ton of hard hitting arty. also i try get fast the ammocar upgrade so that arty firing cost i reduced.

Re: PE Openings and Build Order

Posted: 13 Mar 2017, 17:11
by speeddemon02
As a minimum I like to take the pgren build the first building and then start taking nearby territory, at the same time i will then get a sturmp and press forward along with the schwim and then finally the heavy gren last and pair them up, pgren with sturmp (long/short range) and then heavy gren with schwim. if they can help each other great otherwise they are pretty scary to fight with early units.

I have also paired my schwim with a team mates veh as it can repair

Re: PE Openings and Build Order

Posted: 14 Mar 2017, 01:28
by kwok
You know, I really never thought of getting 2 scout cars. I always felt like that was too expensive and slow. But your sct car - AT gun trade is really interesting, I like it a lot. Because you deprive your opponent of AT while gaining utility from AT as well. So really, you're trading 300mp for like 420mp advantage. PLUS you'll have a scout car dominating the field forcing the opponent to get another AT weapon. So really by the end you're up like 630mp netting a 330mp advantage which is like a whole unit. 10 fuel is DEFINITELY worth that in the early game.

Haha, I will disagree that "hard micro" for mortar halftracks is needed though.. personally I still feel mortar halftracks are like the best (easiest) micro cost to benefit unit out there and I HAAAATE them... It's painful for me that in 80% of the games the highest vetted units are mortar halftracks. And I don't think it's because they counter me inherently as a player, because when I get frustrated enough and use them like the dirty bitch I am... they are normally my highest kill count units.

Re: PE Openings and Build Order

Posted: 15 Mar 2017, 12:28
by Panzer-Lehr-Division
kwok wrote:You know, I really never thought of getting 2 scout cars. I always felt like that was too expensive and slow. But your sct car - AT gun trade is really interesting, I like it a lot. Because you deprive your opponent of AT while gaining utility from AT as well. So really, you're trading 300mp for like 420mp advantage. PLUS you'll have a scout car dominating the field forcing the opponent to get another AT weapon. So really by the end you're up like 630mp netting a 330mp advantage which is like a whole unit. 10 fuel is DEFINITELY worth that in the early game.

Haha, I will disagree that "hard micro" for mortar halftracks is needed though.. personally I still feel mortar halftracks are like the best (easiest) micro cost to benefit unit out there and I HAAAATE them... It's painful for me that in 80% of the games the highest vetted units are mortar halftracks. And I don't think it's because they counter me inherently as a player, because when I get frustrated enough and use them like the dirty bitch I am... they are normally my highest kill count units.
I mean sometimes people only go for mortar ht if they see them on field spamming arty on them etc then it's Hard to micro sone time's

Re: PE Openings and Build Order

Posted: 18 Dec 2018, 20:26
by winterflaw
So recently I've been focusing on trying to be mobile.

Mobility is great, because it allows you to be strong over a much greater area.

It's a mind-set though. You have to get used to it, learn to think it.

PE I find is best for mobility, to a significant extent because the normal inf are also engs, so they can perform repair. You don't need to keep track of eng units.

As PE, I always play tank destroyer doctrine. The other docs are no good for mobility.

Tank destroyer doctrine also gets you cheap TDs fast.

I'm been playing on high resources, so I'm currently only really used to that.

Build order is first two buildings and then the inf center.

When the first building is up, make an AG squad and an MG42 squad.

When the second building is up, make an ambulance half-track (healing and reinf, no weapons).

When the inf center is up, field craft and vet sergeant.

Once 25 fuel is up, and 300 mp, build a 20mm half-track (it's a unit variant choice). This half-track is deadly, and it comes very early.

Then one more AG squad, one more 20mm, then the tank destroyer building, and then build TDs once you can. I never build the tank building.

Use inf to cap, the ambulance half-track means they're strong in combat and stay maxxed out while in the field, and race the 20mm half-tracks around to where you need them.

Later on I often now make a single mortar half-track, to deal with base emplacements more quickly - TDs take a long time to kill a base emplacement, and inf can't move forward till it's done.

That's it.

Re: PE Openings and Build Order

Posted: 06 Jan 2019, 22:38
by Walderschmidt
My PE openings for high resources:

1) Double PGrens - this gives me solid base for infantry immediately anywhere I choose. For about 1-2 minutes, I can solo an OBJ against 1 or 2 Americans, maybe 1 Ami and 1 Brit, or 1-2 Brit who knows what he is doing.

2) Ketten for capping

3) Scout Car + 28mm if facing amis or AT HT + medi ht if facing Brit (or skip medi ht if teammate gets it)

4) Shreks or assault grens

This gives me solid anti-infantry, solid early game at, and mobile reinforcement+healing at the front giving me staying power. All the while I can cap high resources at leisure while my teammates fill in the gaps.

Wald