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Using Conscripts And Weapon Upgrade

28 Jul 2024, 02:17 AM
#1
avatar of DiarrheaBrownStorm

Posts: 4

Hi all,

I am just curious on what you think about this. Conscripts do not get weapon upgrades unless a picked doctrine provides them (for example, ppsh and svt). How come they do not get some kind of weapon upgrade by default compared to other mainline infantry? I just don't understand how they are expected to compete with other infantry when they do not get weapon upgrades (unless you lock yourself into a doctrine). Whenever I play any other factions, the weapon upgrades seem to make my infantry vet up so much faster, while conscripts die so quickly and don't seem to do as much damage. What are the advantages of conscripts to make up for this and how should they be used to win engagements with other mainline infantry?

Also, I noticed the description for conscripts says "Effective when fighting in cover." when no other mainline infantry has this (except maybe Brits). Is this true or misleading?
28 Jul 2024, 13:50 PM
#2
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2

The 7th man upgrade is effectively a weapon and overall utility upgrade, increasing squad size, damage, survivability and gives a special buff when in cover. The description is true once upgraded, before the upgrade not so much. Although given the cheap price of reinforcement, you're usually gaining an upper hand if your opponent decides to do a drawn out cover-to-cover engagement against Conscripts.
29 Jul 2024, 05:08 AM
#3
avatar of donofsandiego

Posts: 1387

"Effective when fighting in cover."


The wording is deliberate. It does not say "conscripts get a bonus to effectiveness when fighting in cover", that's what the 7th man upgrade is for. No, it says "effective when fighting in cover". As in, "keep these dudes in cover or they're going to get rocked". This is borne out by the stats: fresh conscripts have a 1.1 target size, where 1 is the "baseline" for infantry. Basically, soviet scientists equipped conscripts with science fiction technology that converts vodka into a magnetic force so strong that even lead cannot escape it.
29 Jul 2024, 14:56 PM
#4
avatar of Willy Pete

Posts: 351

Like Don said, the effective in cover wording probably refers to their target size. They are easier to hit then all other mainlines which is the tradeoff for getting 6 men

It's what makes the 7th man upgrade so good. By the time you unlock it your cons are usually vetted a little, and they vet up faster with the upgrade. Vet 3 7 man cons are extremely sturdy and very hard to dislodge with other infantry
3 Aug 2024, 16:13 PM
#5
avatar of Reverb

Posts: 319

You can build sandbag with conscripts FAST
the cover is good too not all tiny like oke and british
put them in sandbags and let the enemy come to you
you have to make the enemy come to you with soviet al ot of times
7 man upgrade is SUPER good they are awesome with this
10 Feb 2025, 14:10 PM
#6
avatar of Rico

Posts: 18

Hi all,

I am just curious on what you think about this. Conscripts do not get weapon upgrades unless a picked doctrine provides them (for example, ppsh and svt). How come they do not get some kind of weapon upgrade by default compared to other mainline infantry? I just don't understand how they are expected to compete with other infantry when they do not get weapon upgrades (unless you lock yourself into a doctrine). Whenever I play any other factions, the weapon upgrades seem to make my infantry vet up so much faster, while conscripts die so quickly and don't seem to do as much damage. What are the advantages of conscripts to make up for this and how should they be used to win engagements with other mainline infantry?

Also, I noticed the description for conscripts says "Effective when fighting in cover." when no other mainline infantry has this (except maybe Brits). Is this true or misleading?


Conscripts get a tech upgrade in t3 which gets automaticly researched once you build t4 after which you have to activate it on the Cons for 50 munitions. You get one extra model and a dmg bonus while inside cover. You are also able to build effective green cover. With vet 3 and the 7 man upgrade they become effective at dealing with enemy volks in long range and grens in close range by pushing 1v1. Paired with the fact that you can essentially easily steal Panzerschrecks of Pgrens or sometimes lmgs they can become quite the allrounder or long range specialist.

Even without Weapon upgrades they are very effective defensively. For everything else use penals or Shocks.
15 Feb 2025, 11:56 AM
#7
avatar of Brick Top

Posts: 1168

Aside from everything everyone else has said, Cons are utility unit, for recrewing, merging, and giving snare cover for your team weapons and/or elite inf.

As well as the 7 man con upgrade which got added, which is effectivley a weapon upgrade (uses their weapon slot up), and increases all their utility functions as well as HP and DPS. Being able to recrew a team weapon, merge it upto full health, then retreat a single man, is insane!

And finally, the whole Soviet army design is about choosing one path or another to go down, through your doctrine, for example shocks, or guards, or Dshkas, or SVTs. The core of the faction just provides the basics. In contrast to Ost, where the core can function very solidly without doctrines.

Generally, not using a doctrine is more of a handycap to Soviets, than it is to Ost.
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