Are assault Grenadiers better than grenadiers?
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They also don't have much armor. When a M3 shoots at the Assault grens, they die like flies.
Also, grens have faust & riflegrenade, while Assgrens only have the grenades that doesn't really inflict much damage..
They are ok at close range, but not that good.
They are also costly to reinforce at this moment (55MP).
In the beginning it's good to have a Assgren squad to harass ealry caps of engis, but never make more than 2 squads.
e: This is my opinion
Posts: 1534 | Subs: 1
I just got the mechanized assault commander for COH2 this weekend, and I'm not sure as to wether assault grenadiers are better than the standard ones. What are their strengths/weaknesses, if any one could help please?
Assault grenadiers (assgrens) are better at close range combat compared to regular grenadiers but they have no anti tank abilities.
They are best used in conjunction with regular grens as a flanking squad and always get up close and personal.
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- 5 men vs. 4 gives them more survivability
- All 5 men have SMGs that do good damage to non-armored units at close range
- They have grenades which are excellent at clearing buildings, often killing 4-5 men
- They have cheap sprint ability which makes them excellent for flanking static defensive positions and then clearing them out with their SMGs
- Don't require T1 and can be deployed immediately
- Comes in a doctrine with other excellent abilities (Stug E is incredible vs. infantry, you still get a Tiger, Light Artillery Barrage and the mechanised pgrens can be excellent as a counter to T2 Soviet play or as a mobile shreck platform).
Cons
- no AT whatsoever makes them extremely vulnerable to enemy vehicles, including M3
- no armor means they don't stand a chance vs. shocks, even if they have a 1-2 level Vet advantage, and this usually means they don't scale well into late game
- cannot fire while sprinting
- their grenades do very little damage to units that are NOT in buildings so are largely a waste of munitions
How to use them:
Build no more than 2 squads and use them for early game domination over conscripts/combat engineers. Support them with ordinary grenadiers and later the Armored Car/Halftrack.
Only use them on maps with lots of flanking, shot blockers and green cover (Semoisky Summer, Road to Kharkov).
In late game, use them to fight on the flanks vs. enemy solo cappers. You can also use them to flank enemy MGs, mortars, Zis guns etc., provided other units are doing the frontline fighting.
Don't send them to go toe to toe with enemy frontline infantry (Shocks, Vetted PPSH cons etc.)
In 3v3/4v4 they can be very powerful if you work together with someone who goes heavy support weapons.
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They only downside I find is that because they die easily you can get caught up replinshing them so often you don't have resources to Tier up. And they seem to rather expensive to replinsh.
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However when that gets fixed there are basically two ways to use them:
1) Build no more than 2 squads and use them for early capping power and to eat cons and CEs
Otherwise tech more or less normally
People who play like this tend to skip over the Mech Assault Group and Stug E.
2)
Or, play them hyper aggressively and with total commitment as a German equivalent to con spam.
Build 4 squads, don't tech beyond BP1 (Grenades) and rely on call ins
You won't have any AT until you shrek up that first Mech Assault Group, so you need to coordinate well with teammates so they can compensate, otherwise M3s will eat you unless they drive over your grenades
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EDIT: Checked in game, it's been fixed.
Posts: 4630 | Subs: 2
Build 4 squads, don't tech beyond BP1 (Grenades) and rely on call ins
I never thought about this commander in such way but I have to admit it's OP. Tried today. I didn't lose fuel for tech and building, Stug + PGrens in truck are just unstoppable. Add Assaults for quick cap points and game is done before 20mins.
______
The only different is I didn't get BP1 for grenades cause I prefer T2 and Sdkfz to M3 counter (means I didn't even build T1)
Posts: 1702
I never thought about this commander in such way but I have to admit it's OP. Tried today. I didn't lose fuel for tech and building, Stug + PGrens in truck are just unstoppable. Add Assaults for quick cap points and game is done before 20mins.
Its not op.. M3. And you are dead.
Posts: 1702
I never thought about this commander in such way but I have to admit it's OP. Tried today. I didn't lose fuel for tech and building, Stug + PGrens in truck are just unstoppable. Add Assaults for quick cap points and game is done before 20mins.
Its not op.. M3. And you are dead.
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Its not op.. M3. And you are dead.
Edited post but one more reply doesn't hurt.
I leave T1 and go straight for T2 to get Sdkfz as counter to M3
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I prefer Assaults. They don't need upgrade for 60ammo and they are a way more mobile.
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This doctrine is even more OP than the Elite troop in this patch.
Why so?
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Assgren is godly in Stalingrad
Only if the opponent doesn't go shocks or PPSH cons...
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