As I have messed around with the different Guards I have noticed they each have some funny quirks. IF you have any for other units please post.
Penals:
1. If you manage to pick up any LMG it is a good idea to upgrade that squad to PTRS as the opponent wont be able to tell from a quick glance.
2. This trick does not work well with flamethrowers, if you order the Penal to attack a LV it will attempt to close in and attack with Flamethrower instead of staying at max range with PTRS.
3. Picking up just 1 PTRS allows a regular Penal squad to use AT satchel while still having most of its AI.
Airborne Guards:
1. If you pick up a weapon the DP upgrade will drop to 40muni and only give you 1DP.
2. If you pick up a weapon, going for the PPSH upgrade is the better choice as you get cloak and smoke. So you can have a LMG42/5PPSH that can shoot on the run which makes for a great chase down squad. This also allows easy usage of 1st strike as you now have an LMG squad that can get a camo bonus vs trying to stay stationary and hoping you shoot first with just PPSH.
Assault Guards:
1. IF you pick up a weapon you can no longer get the Thompson upgrade.
2. However, if you upgrade Thompsons first you can still pickup another weapon. Flamethrower is a great choice as you will dominate all short range squads. LMG is also good as you will do great damage at all ranges. Shreks/Zooks work extremely well also as Assg get a unique reload bonus at VET2 along with zook specialist. So you end up with a do it all squad.
Tips and Quirks
10 Aug 2022, 14:43 PM
#1
Posts: 599
10 Aug 2022, 15:13 PM
#2
Posts: 3114 | Subs: 2
Penals:
...
3. Picking up just 1 PTRS allows a regular Penal squad to use AT satchel while still having most of its AI.
If I play Penals and my Guards drop a PTRS, I often try to pick it up with a Penal squad to get another satchel.
On the other hand, if you Penal drops a PTRS, the best choice is to pick it up with a Combat Engineer. Otherwise, just leave it be and hope that the Axis player gimps their squad by picking it up.
Assault Guards:
1. IF you pick up a weapon you can no longer get the Thompson upgrade.
2. However, if you upgrade Thompsons first you can still pickup another weapon. Flamethrower is a great choice as you will dominate all short range squads. LMG is also good as you will do great damage at all ranges. Shreks/Zooks work extremely well also as Assg get a unique reload bonus at VET2 along with zook specialist. So you end up with a do it all squad.
The Thompson upgrade should (have) definitely be fixed. It doesn't make sense that you can't upgrade after picking up a weapon, but the other way round it is fine.
10 Aug 2022, 15:35 PM
#3
Posts: 599
If I play Penals and my Guards drop a PTRS, I often try to pick it up with a Penal squad to get another satchel.
On the other hand, if you Penal drops a PTRS, the best choice is to pick it up with a Combat Engineer. Otherwise, just leave it be and hope that the Axis player gimps their squad by picking it up.
The Thompson upgrade should (have) definitely be fixed. It doesn't make sense that you can't upgrade after picking up a weapon, but the other way round it is fine.
Not sure why this is but my guess is the upgrade is a bastardazation of either the 2 or 4 thompson upgrade. Since most players probably instantly upgrade for Thompsons and 1 weapon slot is available it must have been meant to be a 1 slot upgrade from the beginning. I only noticed as I had no muni one game rushed the VP to try and close out the last 10 points and picked up a flamethrower. I then realized once I had the muni I couldn't upgrade the unit.
Overall AssG suck but if you manage to pick up almost any weapon they can give any other elite a hard run for their money if not outright win since their VET is fairly good. Hell their Thompsons do more damage than either elite USF thompson.
10 Aug 2022, 15:37 PM
#4
Posts: 1197
Not sure why this is but my guess is the upgrade is a bastardazation of either the 2 or 4 thompson upgrade. Since most players probably instantly upgrade for Thompsons [...]
Why upgrade Airborne guards with Thomspon rather than DP?
10 Aug 2022, 15:51 PM
#5
Posts: 599
Why upgrade Airborne guards with Thomspon rather than DP?
Thompsons is for Assault Guard, completely different unit that has no access to DPs.
Airborne gets either PPSH or DP, PPSH is free and gives smoke+cloak however they are fairly squishy. Each has their benefits as I explained in the first post.
10 Aug 2022, 16:09 PM
#6
Posts: 1197
Thompsons is for Assault Guard, completely different unit that has no access to DPs.
Airborne gets either PPSH or DP, PPSH is free and gives smoke+cloak however they are fairly squishy. Each has their benefits as I explained in the first post.
Oh my mistake then sorry I thought you were talking about the close-weapon upgrade for Airborne Guards which I mistakenly thought was the Thompson.
11 Aug 2022, 14:03 PM
#7
Posts: 1389 | Subs: 1
Assault guards have one more hidden thing - if you pick DP-27 with them, they will get button ability
11 Aug 2022, 14:30 PM
#8
Posts: 13496 | Subs: 1
Assault guards have one more hidden thing - if you pick DP-27 with them, they will get button ability
nice one
11 Aug 2022, 19:15 PM
#9
Posts: 956
If you see Obers in pairs, be very careful about wiping because if one squad is wiped and drops the LMG 34 - a dual LMG34 Ober squad just deletes any inf it sees. Much less pain to surrender than bleed out of your eyes.
StG Volks behind sandbags are extremely annoying to remove, even with flamethrowers, as they can shred most things on approach across open ground.
Vetted SPs are very hard to get but have a tendency to vaporise most squads it meets. Paradoxically this means they see less combat too as they are even more exceptionally good repairers and constructors now.
Vet V Kubel does suppress within 2-3 bursts and very few ppl are aware of this.
USF T0 mortar is in fact still a mortar and not just a glorified smoke machine.
For some reason, opponents struggle to handle the double BARs Major. It's as if the concept does not compute in their minds.
KV-2 gets bonus range with vet II, (+25% range of fire in normal mode, +14.3% range in siege mode) up to 80 total in siege mode.
StG Volks behind sandbags are extremely annoying to remove, even with flamethrowers, as they can shred most things on approach across open ground.
Vetted SPs are very hard to get but have a tendency to vaporise most squads it meets. Paradoxically this means they see less combat too as they are even more exceptionally good repairers and constructors now.
Vet V Kubel does suppress within 2-3 bursts and very few ppl are aware of this.
USF T0 mortar is in fact still a mortar and not just a glorified smoke machine.
For some reason, opponents struggle to handle the double BARs Major. It's as if the concept does not compute in their minds.
KV-2 gets bonus range with vet II, (+25% range of fire in normal mode, +14.3% range in siege mode) up to 80 total in siege mode.
12 Aug 2022, 12:44 PM
#10
Posts: 197
Vetted SPs are very hard to get but have a tendency to vaporise most squads it meets. Paradoxically this means they see less combat too as they are even more exceptionally good repairers and constructors now.
A single vet3 SP w/ mine detectors can repair a 25% KT to full health in under a minute, and I've seen them repair 400 health off a P4 in 20 seconds in a semi-recent TR replay.
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