Fantasy Faction II: Core Infantry
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http://www.coh2.org/post/update/post_id/227861
Now, we move onto infantry and I shall explain how this structure works because it cannot be looked at in isolation.
There will be three parts to this that will get voted on in order:
Core Infantry
Elite Infantry
Weapon Unlock
Core Infantry will be chosen from all infantry available from 1st building, immediate call in or CP1.
Elite Infantry will be all infantry available from CP1 or later, 1st or 2nd buildings
So some units will be in both lists
Units will have all abilities and upgrades available to the unit (eg Grenadier LMGs)
Upgrades that must be unlocked before purchase (eg: Molotovs, BARs) will be on the third list and will be available to all infantry in the faction but only one can make the final selection.
This means for example that conscripts, should they be voted in, will have access to only one upgrade so will only be able to have Molotovs or ATGrenades not both
Hope that is clear and that I have not forgotten anyone on that list
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Cold Immunity is also handy
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Penal is love, penal is life.
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Penals.
Penal is love, penal is life.
lifelong suck
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Will no one please think of the utility we will be missing?!?
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Which is logical I suppose because IIRC this faction won't have a resource penalty, and super units without even the penalty = super win.
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No one has said Conscripts yet!
Will no one please think of the utility we will be missing?!?
What Utility?
Grens do everything they do better. :/
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If only I could change my vote...
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so merge makes up for a terrible grenade, an inferior AT trap, no non-doctrinal upgrades and the requirement to get close in order to be able to do anything effective versus an enemy effective predominantly at long range who'll mow you down as you get there (or else has weapons superior in close range performance to yours)
Errm, I am not saying that at all. What I am saying, is that in a fantasy faction, merge is what I believe to be a very good boost to the faction. You can build, say, one conscript squad, then rely on sturmpios early game, and use the conscript to fill the ranks of soldiers that retreat home, or are otherwise low on men. This means you would have say, 3 sturmpio squads early game, with the reinforce cost of conscripts. My statements have nothing to do in terms of the factions they actually are in. I agree with you that in the soviet faction, conscripts NEED a change.
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Yeah I kinda have the feeling this faction is gonna just be OKW, except maybe with T34-85s instead of Panthers.
Which is logical I suppose because IIRC this faction won't have a resource penalty, and super units without even the penalty = super win.
When I get to vehicles I will explicitly state that fuel costs for OKW will be upped to account for the fact that they don't have a penalty, so that should not be a consideration
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Shrecks are simply too powerful to pass up.
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In the end, voted grens because I find Volks a bit too good. My fantasy faction is powerful but balanced, dammit!
Riflemen are kinda distant runner-ups, thanks to their higher cost and pretty poor scalability unless you get a doctrine and/or fuel costing upgrades for them.
Conscripts aren't even on the radar.
Posts: 2053
Errm, I am not saying that at all. What I am saying, is that in a fantasy faction, merge is what I believe to be a very good boost to the faction. You can build, say, one conscript squad, then rely on sturmpios early game, and use the conscript to fill the ranks of soldiers that retreat home, or are otherwise low on men. This means you would have say, 3 sturmpio squads early game, with the reinforce cost of conscripts. My statements have nothing to do in terms of the factions they actually are in. I agree with you that in the soviet faction, conscripts NEED a change.
The thing about conscripts is that they are much more squishier than... Nearly all axis infantry. Perhaps sturmpios could be merged into, but say, obers, are worth their reinforcement cost for their reduced accuracy from receiving small arms fire - which makes them last longer.
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