UKF Commander Revamp 2021
Posts: 13496 | Subs: 1
CP 0 M1 81mm Mortar Team
CP 0 Assault Infantry Sections
CP 0 M10 Achilles Tank Destroyer
CP 3 M5 Half-track
CP 6 Vehicle Crew Repairs
General:
An interesting commander with a few issues that offer an alternative play style to the faction. What is obvious for the commander is the off maps which are usually come with in UKF commanders. Imo this is less of an issue since contrary to other commander this one has an aggressive start.
Suggestions:
CP 0 Assault Infantry Sections
Main problem come from this infatry that start with unit that start with a received accuracy of 1 and reinforces with 28 and end up causing to much bleed. In addition the fresh units can not be build it late.
Imo one could try the following (which apply to some other SMG troops also):
Reinforcement cost to 26.
Now comes with timed ability that reduce target size for 30 secs ()
WP grenade replaced with the commando smoke grenade that does provides defensive bonus. WP grenade could replace the light gammon bomb of commandos
Can now fire bren on the move after hammer/anvil unlocks
Veterancy bonus includes lower reinforcement cost
Vet bonus and DPS might need some adjustments.
CP 0 M10 Achilles Tank Destroyer
Since this is a flanking vehicle maybe unit that design for it flanking should have lower threshold for engine damage (so that 1 snare is not enough for engine damage)
In addition one could add extra critical damage for rear shots.
Possibly remove AP round but increase duration for flanking speed that now also provides faster turret rotation.
CP 3 M5 Half-track
Only a visual change, change crew from tank crew to infatry ( engineers or support weapons, same goes for sexton and priest)
CP 6 Vehicle Crew Repairs
The ability is good but one might consider to replace it with an medium power off map. Possible candidates:
Smoke raid operation
Mortar cover
or
A light howitzer barrage similar to "concentration barrage" but with CP 6-8 and cost around 120.
Posts: 1220 | Subs: 1
Lend Lease Assault Regiment
CP 0 M1 81mm Mortar Team
CP 0 Assault Infantry Sections
CP 0 M10 Achilles Tank Destroyer
CP 3 M5 Half-track
CP 6 Vehicle Crew Repairs
General:
An interesting commander with a few issues that offer an alternative play style to the faction. What is obvious for the commander is the off maps which are usually come with in UKF commanders. Imo this is less of an issue since contrary to other commander this one has an aggressive start.
Suggestions:
CP 0 Assault Infantry Sections
Main problem come from this infatry that start with unit that start with a received accuracy of 1 and reinforces with 28 and end up causing to much bleed. In addition the fresh units can not be build it late.
Imo one could try the following (which apply to some other SMG troops also):
Reinforcement cost to 26.
Now comes with timed ability that reduce target size for 30 secs ()
WP grenade replaced with the commando smoke grenade that does provides defensive bonus. WP grenade could replace the light gammon bomb of commandos
Can now fire bren on the move after hammer/anvil unlocks
Veterancy bonus includes lower reinforcement cost
Vet bonus and DPS might need some adjustments.
CP 0 M10 Achilles Tank Destroyer
Since this is a flanking vehicle maybe unit that design for it flanking should have lower threshold for engine damage (so that 1 snare is not enough for engine damage)
In addition one could add extra critical damage for rear shots.
Possibly remove AP round but increase duration for flanking speed that now also provides faster turret rotation.
CP 3 M5 Half-track
Only a visual change, change crew from tank crew to infatry ( engineers or support weapons, same goes for sexton and priest)
CP 6 Vehicle Crew Repairs
The ability is good but one might consider to replace it with an medium power off map. Possible candidates:
Smoke raid operation
Mortar cover
or
A light howitzer barrage similar to "concentration barrage" but with CP 6-8 and cost around 120.
quite solid suggestions.
i like i ideal of time ability for reduce RA, it can be implemented with some polish (calculate the effect for vet bonus). But at the same time, bren gun on aasault section is a bit off. I dont like Lmg on smg units like sapper and commando already so i dont want more of it. At the same time It can be an BAR upgrade after company cp (or hammer/anvil if needed), it fit lend-lease theme and more suitable for assault-moving fire role.
About the 10, i dont know who came up with the ideal of m10 being a flanking unit from the start, but it go completely again the doctrine and tactic with the vehicle irl. I mean, it have a hand cranking turret and being less mobile and armored than sherman, how can someone pull off a flanking move with it ? It should be an ambusher, with camo and fist shot bonus, but may be too late by now.
off map is an out right agree.
Posts: 13496 | Subs: 1
quite solid suggestions.
i like i ideal of time ability for reduce RA, it can be implemented with some polish (calculate the effect for vet bonus). But at the same time, bren gun on aasault section is a bit off. I dont like Lmg on smg units like sapper and commando already so i dont want more of it. At the same time It can be an BAR upgrade after company cp (or hammer/anvil if needed), it fit lend-lease theme and more suitable for assault-moving fire role.
The suggestion is not be identical to the Commando bar, that would be OP. Simply able to fire the weapon of the move with reduced DPS.
BAR is also an option although the weapon was used from home guard.
I guess is some one fixes the durability of unit it will not even be necessary.
About the 10, i dont know who came up with the ideal of m10 being a flanking unit from the start, but it go completely again the doctrine and tactic with the vehicle irl. I mean, it have a hand cranking turret and being less mobile and armored than sherman, how can someone pull off a flanking move with it ? It should be an ambusher, with camo and fist shot bonus, but may be too late by now.
off map is an out right agree.
Well Relic decided to make it a flanker unit so it should have traits that fit the role.
Posts: 1220 | Subs: 1
The suggestion is not be identical to the Commando bar, that would be OP. Simply able to fire the weapon of the move with reduced DPS.
BAR is also an option although the weapon was used from home guard.
I bring up commando just for reference and i know that you wouldn't suggest something like elite bren. The point is that Bren or lmg overall on smg unit is bad, at least to me. BAR on the other hand is acceptable as an assault weapon.
Posts: 13496 | Subs: 1
I bring up commando just for reference and i know that you wouldn't suggest something like elite bren. The point is that Bren or lmg overall on smg unit is bad, at least to me. BAR on the other hand is acceptable as an assault weapon.
I agree about the LMG in smg unit. The profile would have to become different closer to that of bar.
Posts: 3166 | Subs: 6
Well Relic decided to make it a flanker unit so it should have traits that fit the role.
They didn't make it a flanker unit, they gave it 50 range and pretty good far pen (and HVAP) to comfortably engage medium tanks frontally. The flanking is optional.
Posts: 13496 | Subs: 1
They didn't make it a flanker unit, they gave it 50 range and pretty good far pen (and HVAP) to comfortably engage medium tanks frontally. The flanking is optional.
Did they also give it an ability called "flanking speed" by accident?
Did they also a profile with higher close penetration similar to T-34/76 and Puma by accident? It far penetration is actually 140 which lower even form the SU-76 with 165 at the same range so not that great for a TD.
Did they describe as:
"The M10 ‘Wolverine’ Tank Destroyer’s 3” gun has decent armor penetration and its mobility allows it to flank the most heavily armored enemy vehicles." by accident?
Relic clearly give the flanker role to the M10.
(The AP round requires vet 1.)
Posts: 3166 | Subs: 6
Did they also give it an ability called "flanking speed" by accident?
I said flanking is optional? The Panther and the Jackson have the mobility to flank too, the Panther even has an ability for it, but that doesn't mean it's always a good idea to do that or that it's their primary role.
They originally had Flanking Speed at vet 2, which does not really point towards the unit primarily being a flanking unit, but as a way to let it scale against heavier targets that it could no longer effectively engage frontally.
Did they also a profile with higher close penetration similar to T-34/76 and Puma by accident? It far penetration is actually 140 which lower even form the SU-76 with 165 at the same range so not that great for a TD.
It has an x/-20/-20 penetration profile that is completely natural for tanks.
Totally not comparable to the Puma's profile that doubles from 80 far to 160 close. Not that the Puma is primarily a flanker either.
The T-34/76 has a regular x/-20/-20 penetration profile too, with worse close range pen than any other tank. I don't see how that has anything to do with the M10/Achilles.
The SU-76 simply has higher penetration because it's a casemate with low mobility.
Did they describe as:
"The M10 ‘Wolverine’ Tank Destroyer’s 3” gun has decent armor penetration and its mobility allows it to flank the most heavily armored enemy vehicles." by accident?
Yes it has the mobility to flank if it needs to, that doesn't mean that that's its primary role. This description does not suggest that or it would've said something along the lines "best used to flank enemy vehicles". Not that Relic descriptions are anything to go by anyway, most of them are faulty.
The M10/Achilles is a very good medium counter because it's cheap and it can outrange them. It can flank heavies too if need be, but that's not its primary or only role.
And that is why it's a good addition to the UKF stock roster, because they didn't have a cheap medium TD to fill the gap between a Centaur/Cromwell and the much more expensive and more geared to towards anti-heavy Firefly or the even more expensive Comet.
Posts: 17914 | Subs: 8
Did they also give it an ability called "flanking speed" by accident?
Did they also a profile with higher close penetration similar to T-34/76 and Puma by accident? It far penetration is actually 140 which lower even form the SU-76 with 165 at the same range so not that great for a TD.
Did they describe as:
"The M10 ‘Wolverine’ Tank Destroyer’s 3” gun has decent armor penetration and its mobility allows it to flank the most heavily armored enemy vehicles." by accident?
Relic clearly give the flanker role to the M10.
(The AP round requires vet 1.)
By that logic, P4 and Panthers should be useless vs anything else then attack on France and Poland, because blitz didn't worked elsewhere.
Posts: 13496 | Subs: 1
CP 0 M2 Flamethrower
CP 2 Advanced Cover Combat
CP 3 Infiltration Commandos
CP 6 Vehicle Crew Repairs
CP 8 Land Mattress
General: A decent commander focusing mostly on infatry.
Suggestions:
CP 0 M2 Flamethrower
Although a good upgrade that become even better with earlier arrival of Ro.E., they unit start rather slow and thus the ability is not very good until later in the game.
I would suggest that the flamer upgrade is replaced with "demolition sapper" (renamed "assault sapper") the unit that used to come with Aver call-in package. The unit could be CP 0-1 start with 4-5 members armed with Enfield's (no cover bonuses/penalties) able to upgrade with flamer. Abilities could include heavy gammon bomb, and "coordinated incendiary fire" calling an incendiary barrage.
or
Or the flamer infatry section that come with croc call-in package.
or
else one could add incendiary barrage with flamer.
CP 3 Infiltration Commandos
Although the unit comes with a different name it end up being the same as commandos and only the method of deployment changes. (for suggestion on commando changes see Commandos).
I would suggest that this designed differently. Unit now spawn with 4 armed with Enfield, unit does not come with camo (or has static camo). One could add the option to upgrade with 3 Thompsons taking all slot and adding +1 member become closer to Rangers.
That would make 3 commando option offer different things.
CP 6 Vehicle Crew Repairs
One could consider swapping the ability the valentine as call in unit without the "command" aspect of the vehicle although I would see valentine moved to special weapons.
Posts: 3166 | Subs: 6
CP 3 Infiltration Commandos
No need for redesigns, Commandos already have two different roles that they both excel in.
The only change they need imo is that they should spawn with 5 models and pistols with a free upgrade to the Stens, so that you can actually use them for infiltration. Which is next to useless with the current 3/5 model spawn. It'd also solve the 3 model offmap spawn which is both weird and unpractical.
Posts: 13496 | Subs: 1
No need for redesigns, Commandos already have two different roles that they both excel in.
The only change they need imo is that they should spawn with 5 models and pistols with a free upgrade to the Stens, so that you can actually use them for infiltration. Which is next to useless with the current 3/5 model spawn. It'd also solve the 3 model offmap spawn which is both weird and unpractical.
Commandos/infiltration commandos are the same unit.
33% of the UKF commanders come with commandos (and another 33% with Croc) while two off them even have a second ability common. Creating different versions of commandos while differentiate commands giving them more unique feel.
In addition the LMG/Sten/first strike bonus combo is badly design and 4 men commandos would be better as long range unit.
Posts: 224
Posts: 3166 | Subs: 6
In addition the LMG/Sten/first strike bonus combo is badly design and 4 men commandos would be better as long range unit.
There is nothing better about that. The elite Brens are designed to carry all the far DPS. Add two Lee Enfields and their far DPS becomes too high.
Posts: 13496 | Subs: 1
There is nothing better about that. The elite Brens are designed to carry all the far DPS. Add two Lee Enfields and their far DPS becomes too high.
There are many easy solutions:
Enfields can be adjusted accordingly specially since hey would not have the cover mechanism
4 men Commands could have an upgrade to Vickers K (actually used by commandos)
4 men Commands Could have slot limited to 1 and Enfields adjusted upwards.
Posts: 13496 | Subs: 1
General:
The amount of artillery this commander bring is simply to much.
Suggestions:
Early warning
Ability is too strong and cheap in large mod while the Cd is too low. The CD should be increased in any case.
An easy fix would be to change the ability so that the flare light up friendly front line sector instead of enemy front-line sector.
or
Another option would be to lower cost to 30 and aim a single front line sector at a time.
Concentration Barrage
Fast, cheap artillery, low CP artillery is simply bad design. Instead of another MU ability I would suggest to replace this with bonuses to mortar pit.
Bonus could include, lower price/pop, longer range, Counter barrage ability from Advance emplacement commander for free, WP rounds,....
or
one could add different types of barrages for each gun in base like WP/incendiary/AT
Observation Detachment Valentine
With the change to this vehicle and the faction the re is little reason for this vehicle in the commander. In addition the fact that it gives access to Tank (light) with no tech allows the player to buy infatry upgrades and stall for Tank/Sexton. The unit should simply be removed from the commander with Special weapons a good candidate for this unit.
Changes to unit:
Remove shared veterancy
Reduce the close penetration of the gun since it currently is equal to that of the AEC
Change base stat or vet bonuses since the unit get very high number once vetted that go even higher with War speed, target size 16.2/Speed 8.4/Rotation 45.8
The barrage ability could be move either to a "new artillery officer" or to assault officer.
Artillery support group Sexton
War speed upgrade should not be available for unit like sexton or the bonus should be different.
Perimeter Overwatch
The ability could be replaced by counter barrage available to Advance emplacement commander.
Posts: 13496 | Subs: 1
General:
A solid commander that odes not feel like an "Engineer commander"
Suggestions:
M2 Flamethrower
As before replace the M2 flamethrower upgrade with an engineer unit (there are 2 unused unit the IS with Flamer and demolition sapper) that has rifles and flamers. Possibly able to build tank traps also and/or call in incendiary barrages.
Designate Command Vehicle
My suggestion would be to replace this upgrade with Valentine command vehicle.
In addition a number of changes to auras (for all command vehicles):
Now scale with veterancy gaining vet bonuses (Similar to C.Panther)
Now split into 2 parts, one passive will small bonus a second one timed ability (similar to KV-2/KV-8/Tiger)
Vehicle Crew Repairs
One of the most common abilities in UKF available to 4 commander. Replace this ability with:
"Repair stations" (vehicles not emplacements) so that engineer unit can fight
or
"Stand fast" (self-repair fro emplacements) with the following changes, can not be used during brace and/or requires garrison and/or disable weapons and/or can not be used when taking damage.
Demolition Specialists AVRE
Decrease acceleration and rotation, Churchills should simply not have that much mobility.
Hard cap number of kills from spitog and add a critical (stun, "shell shock") vs soft target and injured driver/load for vehicles. Reduce penetration (same goes for ST).
Greatly Increase Damage from MGs.
Replace mobility bonus with Health/Armor bonus.
Posts: 179
In this case, adding the land mattress and mortar/air resupply in 2 more docs each. Leaving only a select few (probably advanced emplacements and maybe commando) without a form of mobile indirect.
I think the vehicle auto repair is a good candidate to swap out for indirect, and many of the buffs and fast cap abilities are unimpressive and could be swapped out.
Outside of that, Flamethrowers alone aren't worth a full doctrinal point (see Feursturm and Rifle Company) and should get something else bundled with them. Command Vehicle feels really awkward to use. Its counter intuitive to put it on the least capable vehicle you can field and could use a rework.
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