Quick Question: Assault Grenadiers
Posts: 260
So what I really want to gain from this thread is posts that include opinions as well as supporting facts (if possible) from the posters. What do you think about the AG? Are they performing accordingly to their price? What weakness are there? Advantages? Possible exploits? Small bits and tips that could be useful?
Posts: 2115 | Subs: 1
Posts: 17914 | Subs: 8
They don't really scale, just as conscripts, but they are still best german flankers and building clearers.
You shouldn't really get more then one thou as a role of thumb.
Posts: 1617
Posts: 17914 | Subs: 8
They do have a clear role for early and early mid game, but should be replaced by other infantry as the game progresses.
As I've said, they still are useful for building clearing and flanks due to their nades and sprint.
Posts: 1571
Posts: 2307 | Subs: 4
Posts: 17914 | Subs: 8
Has anyone used AssGrens against rifle squads? I want to use the stug E against the rifles, but I'm afraid assgrens will just get wasted by american rifles at close range.
StuG E works like a charm.
Not sure about AGs themselves. The relation should be similar as to penals and AGs were loosing to them, so I'd expect the same here, unless you want to use them together with MG42, which does make sense as you can suppress and move in for the sweep.
Posts: 3552 | Subs: 2
They were never great in late game, and I expect they are worse now (allies gear up to kill SPs, FJs and UberSols so they should eat Agrens)
However everything else in that doctrine is solid to good now, even the Mech Group
Posts: 172
The trick is (was) to ignore the "rule of thumb" and get three. They ALWAYS flank and work in twos (squads). Then I'm getting into my strat but that's basically it for the very very early game.
Posts: 18
Posts: 1216
Overall, they're great if used carefully and in conjunction with other units. If they fail you're in real trouble.
Posts: 127
They are meant to give you an edge in the early game. They can be viable in the mid or late if you use combined arms. For instance, if someone has a hard point in Semoisky in the centre, bombard with mortars or artillery, send in a tank or something heavy, and use your Assault Grenadiers to sweep in and mop up weakened infantry and/or weapons teams. They are generally not that effective though at that stage of the game.
Shock Troops absolutely annihilate them, though. Never send them against those guys.
Posts: 647
but have anyone tried using them at midgame to flank around maxims and lone conscripts capping squads. i can see these guys beating the hell out of lone cappers except shocks or maybe a microed guards squad.
not to mention they have sprint so they can get into lethal range faster, that might provide an edge over pgrens who are little bit more expensive but having more firepower.
Posts: 127
Posts: 1664
Picking up shreks or flamethrowers can also increase their lethality quite a bit with sprint.
Posts: 260
I tried a few rounds of AI (I don't want to troll other players with commanders I'm not familiar with), and I can say the AI ability of this commander early game is definitely reliable. Not strong enough for me to be calling OP, but definitely getting the job then when executed properly.
I get a headache when I go against US infantry though, since unless I get Vetted squads, a BAR is enough to make my squad weak against them. Without the Vet or BARS in the equation, standard AG vs RM is usually favorable to the AG when gaps are quickly closed in (via micro or prepped ambush). If the RM doesn't snipe a model in their the first two volleys, the AG is assured to force a retreat (though they will be losing 2-3 squad members).
The additional PG Halftrack call-in is yet another decent AI unit, and I usually yank the PG out of the halftrack and let flamer Pioneers inside instead. Then turn the PG to double shrecks for a bit of AT (who needs them for AI when I got AG?)
I tried the multiple AG squads and they perform decently. When in pairs of two, they quickly wipe out any infantry when standing still to shoot after distance is closed-in. Running and shooting seems to perform sub-par during my limited time trying them.
I skipped tech buildings and went directly for BP3 because I felt the call-in was great so I had no need to build other units to compensate. I do lack a bit in the suppression department, which I often compensated with bunkers (I'm surprised AG can build them) and wires by Pioneers. Once I reach BP3, I get 2 Stugs and a P4. Stug for sniping tanks and infantry alike, while P4 for flanking particularly pesky targets.
The major flaws I had with this commander was the painful early retreats if I got suppressed. Another was the blatant lack of ammunition because I often used sprint and grenades more than I should. The AT comes a bit late when I skip tech and I have had awkward moments when tanks are out and I don't have something to shoot at it with anything other than 1 PG with shrecks (and when I don't plan ammunition properly, I don't even have shrecks).
Edit: BP3 as in tier 3 building
Posts: 1617
Posts: 2307 | Subs: 4
Livestreams
41 | |||||
35 | |||||
4 | |||||
73 | |||||
20 | |||||
17 | |||||
14 | |||||
3 | |||||
2 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
37 posts in the last month
Welcome our newest member, 77betgratis
Most online: 2043 users on 29 Oct 2023, 01:04 AM