Partisan Tactics commander
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Having said that, I feel the Partisans could use a little extra to enhance their role as saboteurs and behind-the-lines ambush units. Currently, after their initial deployment, they will soon join the main army, where they don't really have much of a role. Therefore, I have a few ideas to enhance their utility for their designed roles.
First, the partisans, masters of sabotage, lack the ability to place demo charges. I feel like the demo charge fits the partisans theme extremely well, and it's a bit of a shame that they have no access to them. Second, partisans knew the lay of the land, and would know which places were best suited for ambushing unsuspecting German units from good hiding spots. This is already represented in-game by the deployment mechanism, but I feel this theme could be enhanced by giving the partisans the ability to use ambush camouflage. These abilities could either be given for free from the get-go, be unlocked via veterancy, or be bought with munitions upgrades.
What are your thoughts for these ideas?
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Very good points, I would like to see them being able to plant demo charges as vet1 ability and getting the ambush ability at vet3.
That would be a great way to implement it.
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Permanently BannedAdditional abilities would be OTT imo.
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The reason why it's on engineers is that if you see them in an area, you start feeling cautious about mines and demo.
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how strong are the partisans? They seem to be like 4 man conscript squads, but with lmg
Normal partisans are 160mp(20mp reinforce) 4 man squads equipped with either:
- 4x SVT rifles
- 3x Kar98 rifle + 1x lmg42
- 4x ppsh41
They seem to have weaker stats than conscripts, as they die very fast. They do however have a 40 munitions upgrade that gives them a defensive buff, which appears to make slightly more survivable as conscripts. I don't have the numbers though so I could be wrong.
Normal partisans can build mines and barbed wire, and can throw molotovs after HQ research. Vet 1 gives them trip wire flares. They can't cap points, but can decap them.
Anti-tank partisans are 240mp(30 reinforce) 4 man squads equipped with either:
1: 1x panzerschreck + 3x rifles (not sure if mosin nagant or kar98)
2: 3x PTRS anti tank rifle + 1x normal rifle
These AT partisans also seem to start out weaker than conscripts but can buff their survivalibility with a 60 munition upgrade.
The AT partisans can throw AT nades after the HQ upgrade, and just like the normal partisans, can build mines, barbed wire and trip flares. They also can't cap points, only decap.
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Posts: 2561
Normal partisans are 160mp(20mp reinforce) 4 man squads equipped with either:
- 4x SVT rifles
- 3x Kar98 rifle + 1x lmg42
- 4x ppsh41
They seem to have weaker stats than conscripts, as they die very fast. They do however have a 40 munitions upgrade that gives them a defensive buff, which appears to make slightly more survivable as conscripts. I don't have the numbers though so I could be wrong.
Normal partisans can build mines and barbed wire, and can throw molotovs after HQ research. Vet 1 gives them trip wire flares. They can't cap points, but can decap them.
Anti-tank partisans are 240mp(30 reinforce) 4 man squads equipped with either:
1: 1x panzerschreck + 3x rifles (not sure if mosin nagant or kar98)
2: 3x PTRS anti tank rifle + 1x normal rifle
These AT partisans also seem to start out weaker than conscripts but can buff their survivalibility with a 60 munition upgrade.
The AT partisans can throw AT nades after the HQ upgrade, and just like the normal partisans, can build mines, barbed wire and trip flares. They also can't cap points, only decap.
By the way, I learned that Irregulars are not the same thing as partisans. Irregulars come from the TOW commander. They can't come out of buildings and are a normal call in, but they have a regular grenade and at-nade.
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These are some great ideas. I don't remember the mp cost for the partisan call ins but maybe the cost would also have to be increased.
I think it was 120 for basic, 240 for AT.
how strong are the partisans? They seem to be like 4 man conscript squads, but with lmg
Very weak. They have good weapons, better than Conscripts, but survivability-wise (per-model) they're on-par with Osttruppen at best.
Personally I want an ability to refund partisans at the cost-per model, you'd get the reinforcement cost back. That way you can call in more from another place to continue behind the lines work. The problem with Partisans for me, was that as said above, once retreated, they just require an upgrade and then become part of your Army, since there's not a lot they can do behind the lines, let alone get there.
Posts: 108
For Irregular, they cost 320, are as strong as upgrade partisan (so not a lot) bur their grenade is very strong (i have won a 1v1 against PG with that). They not really worth the price !
Posts: 1585 | Subs: 1
After playing quite a bit with partisans on the free weekend I am also struggling to understand how to use them. They are hard to integrate into an army because of their low health even after upgrades, and often end up standing around my HQ all game. They also take out a lot of mp when you start to call them in, and leave you with effectively no units. The commander is not bad per se, I just don't know how to use it effectively.
Posts: 8154 | Subs: 2
I have never found irregulars to be worth it. They have a small squad size, are quite expensive, and you never know exactly what weapons they will have.
After playing quite a bit with partisans on the free weekend I am also struggling to understand how to use them. They are hard to integrate into an army because of their low health even after upgrades, and often end up standing around my HQ all game. They also take out a lot of mp when you start to call them in, and leave you with effectively no units. The commander is not bad per se, I just don't know how to use it effectively.
I use them also during the free weekend almost exclusively on Semois. Harass, harass, swarm your enemy.
Best situation for using them was when i heard from the Radio intercept that they deploys support weapons. Early game, any MG shouldnt be a problem.
Mid to late game they are either pushing behind Cons or just harassing enemy territory. If alone, inmedialy retreat.
Also, people should remember to deploy mines with them.
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I find them too weak (probably half health, like osttruppen) to fight German troops on their own. You can also ambush tanks and light vehicles with a suicidal partisan tank hunter.
Posts: 1664
Partisans benefit from the "Battlefield Menace" bulletin decreasing the build time of barbed wire and TM-35 mines by 10%.
I feel like the ideal way to utilize them is in support of fully upgraded Conscripts since partisans use Molotovs and Sticky nades.
Finally, I am completely baffled as to why Partisans spawn from a building and immediately exit said building. Spawn in the building dangit!
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