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Royal Engineers Guide

Posted: 09 Jan 2017, 18:00
by kwok
Someone asked me about how to play RE doc. I suck at it and barely gave any advice. Anyone else want to pitch some tips?

The best tip I gave was to use daimlers because mortar halftracks counter RE doc so hard. RE doesn't have airstrikes or drop in tetrachs, RE doesn't have supercharged artillery mortars to outrange halftracks. So my suggestion was use the daimlers to keep the cars away so that way you can actually get churchills out without losing your entire starting force to mortar halftracks.

Re: Royal Engineers Guide

Posted: 10 Jan 2017, 08:04
by Sukin-kot (SVT)
Its always essential to get 95mm Churchill asap, its very accurate and oneshots paks\support weapons crews and mortar truck, in combo with HE Churchill you can make a breakthrough and finish the game really fast. Until 3d truck you have to survive by good managing of inf sections\recce\boys. Also, if you play RE you ALWAYS must have a med station on field, in order to provide you fresh inf squads, otherwise you are risksing to stuck with a vehicle-only army + very weak sappers ( same goes to Arty doc).

Re: Royal Engineers Guide

Posted: 13 Jan 2017, 13:00
by Wer525
Thank you both guys for these tips.
What do you think about M3 stuart? I found it very useful against infantry and halftracks. He shells sucks but canister shot can wipe out an entire squad, so is it worth building it?

Re: Royal Engineers Guide

Posted: 13 Jan 2017, 16:31
by kwok
I've seen shadow use them extremely effectively. I think it's more important to recognize how a Stuart fits with your entire strategy rather than whether a unit is good or not. For example I mentioned the Daimler. Stuart can act as a harder hitting more well balanced car chaser than the Daimler if you had extra fuel.

Re: Royal Engineers Guide

Posted: 14 Jan 2017, 13:15
by kwok
Just played a game. I got carried, but I played as RE and my stuart did a lot of work. Hope this can be used as a somewhat okay example of RE gameplay.