Question: How exactly does Soviet Industry's economy work?
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65 menpower penalty for 13 fuel income.
You will not be able to have any sustainable infantry force and you can't spam T34/76 after the changes to its cost and performance.
Its a doctrine designed to spam units that no longer exist.
Tank values were adjusted, the doctrine was not, waste of money if you ask me.
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It needs its manpower drain reduced at the cost of slightly less fuel gain. Maybe something like -35 manpower and +10 fuel would work better IMO.
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500 fuel for 175 fuel seems pretty OP
"No map control? No problema Kappa"
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Definitely not a bad commander.
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I just finished a 24 minute game with mobile defense (axis) and I was swimming in fuel and relatively poorer in manpower.
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There seems to be only a 'small window' where this commander could give an edge (mid game?).
I just finished a 24 minute game with mobile defense (axis) and I was swimming in fuel and relatively poorer in manpower.
It has a powerful edge mid game that slightly tapers off in the late game depending on how you do. If played right the man power drain mid to late game should not be too bad because most of your damage should be repairable rather than model loss which is where the repair station comes in
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There seems to be only a 'small window' where this commander could give an edge (mid game?).
I just finished a 24 minute game with mobile defense (axis) and I was swimming in fuel and relatively poorer in manpower.
It has a powerful edge mid game that slightly tapers off in the late game depending on how you do. If played right the man power drain mid to late game should not be too bad because most of your damage should be repairable rather than model loss which is where the repair station comes in
Posts: 612
There seems to be only a 'small window' where this commander could give an edge (mid game?).
I just finished a 24 minute game with mobile defense (axis) and I was swimming in fuel and relatively poorer in manpower.
It has a powerful edge mid game that slightly tapers off in the late game depending on how you do. If played right the man power drain mid to late game should not be too bad because most of your damage should be repairable rather than model loss which is where the repair station comes in
Posts: 612
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It has a powerful edge mid game that slightly tapers off in the late game depending on how you do. If played right the man power drain mid to late game should not be too bad because most of your damage should be repairable rather than model loss which is where the repair station comes in
+1
Definetely a teamgame commander.
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It will inevitably leave you with a lot of fuel, and not enough manpower to spend it. If you do decide to use it, be careful about how many infantry you purchase, and how risky you are with them. I often choose this doctrine in 3v3 and 4v4 games when its clear my arranged team is going to obliterate randoms. It's great for pumping out a few early vehicles, but if you are truly dominating you end up with double fuel control and your fuel income slowly outpaces your manpower income.
The KV2 cost increase made it a lot harder to get this beast out too. In saving for it, I often end up giving up on reinforcing infantry squads. They sit in the base idle, which is not ideal.
Posts: 3552 | Subs: 2
For yourself you don't really need to build fuel caches, but your teammates do unless they are arranging to go heavy infantry and artillery.
That just gives you even more fuel, and it's not like you are short of munitions either.
You could probably put together and pre-planned strat that had SI as an element, but its not good in random match ups
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