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Fighting Positions

5 Jul 2014, 23:58 PM
#1
avatar of Dullahan

Posts: 1384

What do y'all think of these?

-They make Rear Echelon Squads useful, by giving them a rifle grenade when they are garrisoned inside.
-The squad doesn't get hurt if the position is destroyed.
-Cheap and quick to build
6 Jul 2014, 15:54 PM
#2
avatar of iDolize

Posts: 81

Low hitpoints and narrow firing arc really disable its usefulness in a lot of situations.
6 Jul 2014, 17:02 PM
#3
avatar of DanielD

Posts: 783 | Subs: 3

The squad dies if the position is destroyed and you don't get out. They are good in certain situations, but 60 muni is a BAR or zook or m1919 so you often don't really want to upgrade the fighting position.
6 Jul 2014, 17:55 PM
#4
avatar of Dullahan

Posts: 1384

The squad dies if the position is destroyed and you don't get out. They are good in certain situations, but 60 muni is a BAR or zook or m1919 so you often don't really want to upgrade the fighting position.


I've seen them survive it before.

I wouldn't upgrade it though that's for sure.

EDIT:

Also rifle grenade from RE squad ignores line of sight and firing arc. They can shoot it over trees and everything. As long as one of your units has LOS.
7 Jul 2014, 00:48 AM
#5
avatar of ComradeCipher

Posts: 31

I'd only really use em on maps like semoisky as the rifle grenades would be helpful dealing with units that try to garrison buildings are pretty much in range of the 'nades. I've had some success keeping the fighting position behind the hedgrow on Semoisky and Langres to provide small support against units trying to capture the middle stars
7 Jul 2014, 02:41 AM
#6
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

It's the only way for the US to get an MG before teching up, so getting a super quick MG on it can be useful. The grenades are really good. I think a well placed fighting position can give a huge advantage in the very early game. It's definitely useful.
8 Jul 2014, 15:31 PM
#7
avatar of ComradeCipher

Posts: 31

I think its a hard sell to get an MG on it though, considering that the MG arc isn't amazing, fighting positions are really fragile compared to their german counterparts, and that for 60 munis you could get BAR's, Zooks, or the m1919 that help infantry throughout the entire game
8 Jul 2014, 15:39 PM
#8
avatar of maskedmonkey2

Posts: 262

I love the RE grenade ability while in fighting positions. I've had RE efficiency at well over 2000% by locking down a sector with them.

When paired with the suppression of an mg, they are a death trap for infantry.
11 Jul 2014, 00:54 AM
#9
avatar of Dullahan

Posts: 1384

It's worth noting that you can still garrison the position even with an MG in it. (Or atleast I upgraded one with a squad in it and it didn't boot them out)

They're fragile though, that's for sure. I've been using them heavily in my No riflemen builds.
11 Jul 2014, 06:21 AM
#10
avatar of ComradeCipher

Posts: 31

Besides the point of this post but Dullahan could you elaborate on the 'No Rifleman' builds? I'm curious and I don't think i've seen anyone actually try em :P
11 Jul 2014, 17:29 PM
#11
avatar of Dullahan

Posts: 1384

Basicslly, I build 4 rear echelon squads and use the Manpower I save to build a munitions cache early on. Then I get BARS, an ambulance and then go lieutenant tech. I use fighting positions to win super early fights.


the main avantages are economical. I have crazy map control early on since RE squads have a very short build time. I usually go airborne with it for paratroopers.

I don't know of it's viable, especially on maps with easy cutoffs, but it's won me a few games So far against medium Rank player (300-500)
11 Jul 2014, 21:46 PM
#12
avatar of DerWeisseHahn

Posts: 3

Basicslly, I build 4 rear echelon squads and use the Manpower I save to build a munitions cache early on. Then I get BARS, an ambulance and then go lieutenant tech. I use fighting positions to win super early fights.


the main avantages are economical. I have crazy map control early on since RE squads have a very short build time. I usually go airborne with it for paratroopers.

I don't know of it's viable, especially on maps with easy cutoffs, but it's won me a few games So far against medium Rank player (300-500)


Goddammit man, that's so crazy it just might work (in a handful of limited situations) . Are fighting positions like houses when it comes to eating grenades? Or do the paper mache RE squads get turned to confetti?
11 Jul 2014, 22:17 PM
#13
avatar of Dullahan

Posts: 1384



Goddammit man, that's so crazy it just might work (in a handful of limited situations) . Are fighting positions like houses when it comes to eating grenades? Or do the paper mache RE squads get turned to confetti?


I'm not sure, it seems to be slightly weaker than normal garrison cover against small arms but that could entirely be because RE squads are as you said, paper mache. Haven't had anyone throw a grenade on me yet.

The advantage though is it is essentially a garrison where you can force your opponent out of cover periodically with the rifle grenades. With bars, a RE squad is actually quite potent in these positions. You can combine volley fire with bars with rifle grenades with garrison cover all at once if you're so inclined.

Often when I reach midgame I'll put a low vet RE squad in a fighting position near some important strat points and it's almost more effective at locking the area down from infantry pushes than a machine gun nest is, due to the 360 degree firing arc and increased damage output.

11 Jul 2014, 23:47 PM
#14
avatar of Ohme
Honorary Member Badge
Donator 11

Posts: 889 | Subs: 1

I find them disappointing as machine gun nests because they die so easily to mortars and the like. As an immobile grenade chucker it has quite a lot of capability, seeing as it can shoot over shot blockers, through LOS, and etc (with spotters). Cleverly placed and supported by a .50 cal MG team or defensive stance rifleman with M1919 and it will shut down enemy advances and bleed them.

If a grenade gets tossed into the middle of the fighting pit, it can easily wipe the guys inside.
12 Jul 2014, 02:09 AM
#15
avatar of Dullahan

Posts: 1384

jump backJump back to quoted post11 Jul 2014, 23:47 PMOhme


If a grenade gets tossed into the middle of the fighting pit, it can easily wipe the guys inside.


Easy enough to avoid though and hop right back in.



Here's another game with more fighting position usage. I place them strategically so that I can move any nearby squad into them as needed and basically deterred him from going anywhere near the bottom half of the map.
12 Jul 2014, 06:34 AM
#16
avatar of S73v0

Posts: 522

This strat would have worked better before the volley fire change. With upgradable flamers it might be borderline OP :D
12 Jul 2014, 08:43 AM
#17
avatar of ComradeCipher

Posts: 31

Actually, I realize that its for strategies like this that Engineer Vet adds another squad member :)

RE's with m1919's and defensive stance anyone? (also, unsure if they can even get defensive stance :P)
nee
12 Jul 2014, 09:02 AM
#18
avatar of nee

Posts: 1216

I agree with the first posts: Fighting Position is actually very low-health to be worth the investment. I expected them to be very sturdy in weathering anything besides tank shots. I don't mind troops still being relatively vulnerable to fire, but they seem far less durable than Ostheer bunkers, which at least restricts even the garrisoned units' arc of fire.
If they're to be tweaked, I recommend they are more durable to things tank shots and mortar fire. Ostheer bunkers have wider arc but quite vulnerable to repeated mortar or tank shots; the biggest problem with Fighting Positions should be that the troops inside are more vulnerable to fire than their Ostheer equivalent.

Rear Echelons actually only use one guy for the rifle grenade ability, so the description is as misleading as Relic's "War Spoils is frequent" seller.
12 Jul 2014, 15:40 PM
#19
avatar of DerWeisseHahn

Posts: 3

(also, unsure if they can even get defensive stance :P)


Pretty sure only riflemen get defensive stance :(. Plus, I really want to give RE's 1919's (and zooks) but a stiff breeze can cause them to perish. 1919's + vet OKW infantry = This



12 Jul 2014, 16:05 PM
#20
avatar of Dullahan

Posts: 1384

It's Worth noting That You Can place tank traps or wire to cover fighting positions from schrecks/rw's.

also I've done RE's with the the 1919's and it's pretty good too. There's no huge davantage over Regular BARS though, I préfet airborne since RE are Great for crewing weapons and paratroopers work well with a munitions Heavy strat.
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