Assault Engineers
Posts: 141
I suggest they should have a 5 man squad. With the 5th man armed with an M1 carbine.
They are supposed to be an assault squad, but their survivability is rather low for a shock squad. With 5 men they would be able to fulfill their role for a longer period in the game.
I also think they should have mine detector upgrade.
Posts: 1617
REs already have mine detectors and M1 Carbine sucks.
Posts: 1571
Posts: 141
Play the game and support those guys with other squads. They're not supposed to be shocks, their job is to assault houses and defensive lines and not head-on attacks that's why they have flamethrower and flank the enemy.
REs already have mine detectors and M1 Carbine sucks.
Yeah, I know M1 carbine sucks. That's why I suggested it. SO that they would have more survivability by adding a man but not much more DPS. I do support them with other units. But once several squads are on the field they get focus fired very very quickly. Much faster than any type of assault unit.
Posts: 359
They're really good early game as you said but they offer good utility as the game scales.
Things they offer:
- Demo charges. These require micro but US forces don't get mines. Use early munitions on Demo charges placed around the map and you can wipe squads.
- Their light AT mine is truly awful but if you stack like ~6 of them they can provide damage and possibly engine damage. That's only 30 munitions.
- Flamethrower helps them scale as an anti-building counter.
- Swap them out mid-game with a Vehicle Crew. The Assault Engineers will have experience and kills to their name. This means that experience transfers to the vehicle/tank in question. You can get veteran tanks early this way. They can repair as well so they do everything a Vehicle Crew does. The Vehicle Crew you get can grab Thompsons for 90 munitions and then offer even better assault power than the Assault Engineers. (just as fragile though).
Later on you have to use this unit as a support unit. It guards from enemy charges. It provides a bunch of strange little boosts.
Posts: 141
I know. You don't have to list their usefulness.
I get it, I use them all the time. I love using them as an opening tactic. The problem is I think they should have more survivability. And as a call in unit they should be a bit different from the other engineers in the game.
Like coh2player said they are basically an american version of the pioneer - some of their abilities are different but combat wise they are very similar - and pioneers are non-doctrinal and cheaper.
Posts: 612
Posts: 1617
Posts: 248
Thompsons for tank crews are one of the most useless upgrades atm. I'd better use REs for manning tanks than AEs.
Thompson tank crews do amazing damage.
Posts: 258
Posts: 627
My early BO with the Armor doctrine is usually 2 Rifles-1 A.Engie-Grenades-Medic Truck-1 A.Engie-Lieutenant-Captain
Obviously, that's just my preliminary judgement, but I reckon they're on par with Sturmpios.
Posts: 258
Also if you want more firepower replace your tank crews with rear echelon and upgrade crews with thompsons, they become really powerful
Posts: 4928
They feel like more of a US version of a Pioneers than an assault squad.
21.3812 - Ostheer Pioneer DPS
42.4450 - Assault Grenadier DPS
53.4888 - Assault Engineer DPS
Posts: 4301 | Subs: 2
21.3812 - Ostheer Pioneer DPS
42.4450 - Assault Grenadier DPS
53.4888 - Assault Engineer DPS
i wonder what thompson dps for airborne and tank crews are.
ass eng is great in my opinion, especially because it's 0cp.
Posts: 359
It is already pretty scary.
Posts: 1571
So let me think: 1-2 riflemen/officers, 1 Assault Engineer, and one 50 cal. per VP? 50 cal to suppress, and then AssEngineers to close in. Or riflemen to start working on the DPS, and then Assengineers approach.
I never liked Ostheer AssGrens, shock troops, or SMGs. The point blank, non suppression philosophy is not my thing. I like flamers. But flamers for AssEngineers is too expensive to me as I use all the munitions for Bar or 30 cals.
Posts: 1571
I dunno, 30 cal +50 cal or the Bars + 50 cals simply work better with the way I play. Tips? I'm thinking that this unit is very map dependent. It needs to be on a map with lots of buildings and close quarters.
Posts: 420
- Demo charges. These require micro but US forces don't get mines. Use early munitions on Demo charges placed around the map and you can wipe squads.
- Their light AT mine is truly awful but if you stack like ~6 of them they can provide damage and possibly engine damage. That's only 30 munitions.
or you just place a democharge on a light at mine and have one of the best AT mines ingame (ya i know it's expensive, but 95 for 600 dmg is ôokay).. and you are a strategist?
Posts: 17914 | Subs: 8
or you just place a democharge on a light at mine and have one of the best AT mines ingame (ya i know it's expensive, but 95 for 600 dmg is ôokay).. and you are a strategist?
Why I never thought of that?
Constant muni float on USF if a standard for me.
Posts: 420
Why I never thought of that?
Constant muni float on USF if a standard for me.
i am not sure if you are sarcastic, but when i play americans, i have ammo problems in early game, but float ammo in late game.
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