Luftwaffe Supply Doctrine
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Posts: 37
Nothing like the panic of a russian player scrambling to move his units when they hear the stuka diving lol
Posts: 747
The Elitetroops and Soviet Industry commanders might be fucked up, but this one is a ton of fun to use!
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What CP does the stuka bomb and the incendiary barrage come in at?
Posts: 950 | Subs: 1
200 mp for 150 muni or fuel I think (5 drops of 30 each)
youre right about mp and munitions, but if you call it on a fuel point its only 50 fuel (10 per drop).
that resource drop only works on fuel and muni point?? i mean.. fuel cache or muni cache doesnt work?
no, caches do not work
Posts: 747
Supplies can only be dropped on the designated resource points, ammo and fuel. You'll need to send a squad to collect the supply drops.
Once you call in the supply drop, the chosen ammo or fuel point gets highlighted in green color on the minimap. The ammo or fuel will be dropped in 5 overflights by Ju52 planes and in batches of 30 ammo/ 10 fuel per drop.
The first time I used the medical supllies drop on a teammate, he instantly retreated because he thought it's enemy offmap (green smoke flare indicating the dropzone)
It honestly feels like some sort of UNHCR Commander
Posts: 10665 | Subs: 9
Posts: 747
It is a brave commander who uses this on a blizzard map.
So billzards affect supply drops as well
Posts: 1162
Every time you need healing you need to spend munis for drops, I mean I guess it works well with a half track or bunker to reinforce from and gain bonus from medic supplys.. which is more important in team games (having long retreat distances).
But the supply drop ability, I dont understand the merit in spending 200 MP every single time you need a drop.. surley it is more cost effective to build caches, for the same price, that will give you steady income for the rest of the game.
On top of that, you have to have infantry around to pick it up, which is time wasted of a squad and a little micro.. and to boot they can be stolen which ive seen happen several times.
I suppose the main advantage is to get muni drops and spam the off maps.
Posts: 604
It heals in a huge radius for one third of infantry health and gives a stacking (with itself and other effects) 17% buff to armor and accuracy (for infantry) or armor + damage (at gun + mortar).
With a little experience, you can drop them pretty far behind you (e.g. on a mortar) and do in-combat healing and buffing from out of the enemy's range. You can either spread the pick-ups for maximum healing efficiency and a weaker but longer duration buff or you can pick up several at once for a bigger buff effect.
The supply drop is heavily dependant on the map and game type. It feels like the munitions drop is more powerful because it allows you to purchase many munitions goodies like Panzerschrecks and Tellermines when you would normally have to balance your munitions spending very carefully as Ostheer.
For the price of one cache, you can get the same amount of munitions one cache would produce in 30 minutes or the amount of fuel a cache would produce in 16 min 40 sec. So it is mainly worth it for munitions and because the caches work for everyone in a team match, you will want to use this mainly for small games.
About them being stolen... well, the medikits can be dropped out of the enemy's range and picked up by a rear supporting unit like a mortar or an AT gun to heal and buff the front line infantry. Of course the supply drops can be stolen as well but if the resource point is behind your lines, it is pretty safe. Of course this depends on the map.
One thing they did right about this commander is binding the resource income from supply drops to several conditions like 2 CP, making stealing possible and requiring a point that can be assaulted by the enemy. In that respect it is designed much better than Soviet Industry.
Posts: 8154 | Subs: 2
I´m wondering at average how much time it takes to get 2CP in a 2v2. IRC the drops works for 1 or 2 mins. I could see it used for some quick Ostwind/P4 if timed well. Basically some T1-T3 play.
Posts: 1162
Yeah it can certainly be used to get a fast tank, then maybe back teck to T2 and play mostly infantry with lots of munis.
How large is the medic heal radius?
Posts: 604
How large is the medic heal radius?
25. To compare it: Panzergrenadier SMGs have 30 range and their bundle grenades 20 range.
It maybe doesn't sound like much but it is often around where you will want your Pak in a engagement.
Posts: 177
Posts: 604
You can spread them out for their healing (27, will normally top off damaged soldiers well) and get 3 times +17% armor&accuracy for 30 seconds.
Or you can stack them for +51% damage for 30 seconds but lose a lot of the healing effect to overheal.
It is really quite good.
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