Pathfinders or riflemen?
Posts: 380
What is better 4 riflemen squads or 3 riflemen and 1 pathfinders squad?
Posts: 889 | Subs: 1
I have yet to use pathfinders to much effect. I would say they're optional, good to get 1 if you have manpower to spare.
Posts: 380
4 rifleman is a very standard build, and there is a reason behind it I think. In general you can build 4 rifleman before realistically being able to tech up and purchase a unit from the tier. The only time I go 3 riflemen is when I rush out a lieutenant, which replaces my 4th rifle squad.
I have yet to use pathfinders to much effect. I would say they're optional, good to get 1 if you have manpower to spare.
Iam going fast captain and stuart, never use lieutenant if iam playing with airborne.
Posts: 889 | Subs: 1
Iam going fast captain and stuart, never use lieutenant if iam playing with airborne.
Consider going 4 Rifles -> Pathfinder -> Captain -> Airdrop MG (crewed with pathfinders for a vision bonus) -> Stuart
If you can hold out without an ambulance for a while, do it. If you have a squad or two in desperate need of healing, just go ahead and get the ambulance.
Posts: 380
Consider going 4 Rifles -> Pathfinder -> Captain -> Airdrop MG (crewed with pathfinders for a vision bonus) -> Stuart
If you can hold out without an ambulance for a while, do it. If you have a squad or two in desperate need of healing, just go ahead and get the ambulance.
Wow, if pathfinders take mg they got bonus? Iam always taking it with echelon troops cuz they cheap. Well I will try it. My buildorder was
1 Riflemen
2 Riflemen
3 Riflemen
4 Ambulance
5 Captain
6 Pathfinders
7 Stuart
8 Bars
And so on
But I will change it with 4 riflemen and do pathfinders if they really needed.
Posts: 26
Posts: 26
EDIT: Sorry for double post, I am not sure how to delete this
Posts: 149
Posts: 125
I think the biggest plus of Pathfinders people don't know is that they have a "Headshot Critical". Basically, the snipers in the pathfinder squad "execute" infantry models below about 40% HP (I think it's 40%. Not sure on this). This makes them extremely effective at finishing off already damaged squads. The key to exploiting this is to micro your supporting rifle(s) squad(s) to target healthy, high HP targets and then micro Pathfinders to either focus down the already damaged squads to get headshot criticals or start firing on damaged squads once rifles are done with them.
A few other key things to note with Pathfinders are is to never to allow them to move-fire. They have absolutely terrible moving accuracy (As do all rifle squads). Also, if you ever find your pathfinders out of position/cover in a short/mid range scenario where they're clearly being focus fired, retreat them ASAP, even if squads full HP. Those pathfinders are surprisingly expensive to reinforce and will quickly drain your MP if you're careless with them.
Last but not least, Pathfinders can (spam/)make beacons which can be placed anywhere on the map and allow paratroopers to reinforce next to them via are-resupply. They also provide unitless scouting and are extremely useful and difficult to detect if placed right. They're also free, so set as many up as you can.
Posts: 1153 | Subs: 1
Posts: 1158
Posts: 6
You gotta watch the wtf-face of OST or OKW when they get fast squad wipes from them. If microed correctly, you can even face blobs head on with just 2 of them, but safe to say, they're murderers if kept right behind your Riflemen.
My build goes 2 ways depending on health of my squads after initial engagements
- Rifle
- Rifle
- RE
- Path (sometimes you need to wait for command points to acrue.. so make sure you make enough damage in your first engagements)
- BAR (equip 1st Path)
- Path (equip 2nd Path)
- Ambulance
- MG drop
- Captain
Or if my initial fights end having injured squads I go
- Rifle
- Rifle
- RE
- Ambu
- Path
- BAR (equip Path
- Freeform and either go Path if you have manpower, otherwise Captain if enough fuel and perhaps stick with just 1 Path at this point if you already see armor on the field.
oh yeah.. Remember that Path Vet 3 get range bonus which affects BARs too. Additionally I'd like to go with buletin for sight and accuracy for them as well.
Some Additional thoughts:
- I usually try to keep 2 RE and equip them with Zooks, I also need them to capture MGs or paks. I usually don't replace Riflemen, I prefer having Paratroopers instead. Squad preservation is key in this build as it is very easy to bleed manpower. I usually end up having floating fuel instead of manpower.
Posts: 521
I've been recently playing around with quick Double Pathfinders with 1 BAR.
You gotta watch the wtf-face of OST or OKW when they get fast squad wipes from them. If microed correctly, you can even face blobs head on with just 2 of them, but safe to say, they're murderers if kept right behind your Riflemen.
My build goes 2 ways depending on health of my squads after initial engagements
- Rifle
- Rifle
- RE
- Path (sometimes you need to wait for command points to acrue.. so make sure you make enough damage in your first engagements)
- BAR (equip 1st Path)
- Path (equip 2nd Path)
- Ambulance
- MG drop
- Captain
Or if my initial fights end having injured squads I go
- Rifle
- Rifle
- RE
- Ambu
- Path
- BAR (equip Path
- Freeform and either go Path if you have manpower, otherwise Captain if enough fuel and perhaps stick with just 1 Path at this point if you already see armor on the field.
oh yeah.. Remember that Path Vet 3 get range bonus which affects BARs too. Additionally I'd like to go with buletin for sight and accuracy for them as well.
Some Additional thoughts:
- I usually try to keep 2 RE and equip them with Zooks, I also need them to capture MGs or paks. I usually don't replace Riflemen, I prefer having Paratroopers instead. Squad preservation is key in this build as it is very easy to bleed manpower. I usually end up having floating fuel instead of manpower.
I could never make this work but I am a bad USF player and I didn't give that many chances. Pathfinders are still my favourite USF units, and I would like to use them to good effect in various ways too. What's your opinion of Pathfinder-crewed AT guns, LMGs and Bazooka Pathfinders? Do Bazooka Pathfinders get any bonuses such as accuracy?
Posts: 6
I could never make this work but I am a bad USF player and I didn't give that many chances. Pathfinders are still my favourite USF units, and I would like to use them to good effect in various ways too. What's your opinion of Pathfinder-crewed AT guns, LMGs and Bazooka Pathfinders? Do Bazooka Pathfinders get any bonuses such as accuracy?
Well I'd say Bazooka gets the range boost on vet 3, just like BARs do. tbh, I havent tested this yet, neither did I try to crew stuff with them. Seems a bit expensive. Especially given the fact that they themselves provide vision for the ATs anyway. I'd rather have them as combined arms, than try and make them crew weapons as an already manpower bleeding commander.
Posts: 10
Well I'd say Bazooka gets the range boost on vet 3, just like BARs do. tbh, I havent tested this yet, neither did I try to crew stuff with them. Seems a bit expensive. Especially given the fact that they themselves provide vision for the ATs anyway. I'd rather have them as combined arms, than try and make them crew weapons as an already manpower bleeding commander.
The zook DOES get the accuracy bonuses. But I've found that they die a little too quick to fill in the AT duty.
Use them to set up ambushes for enemy armor,ot the sides and rear of an attack, to get the best effect for it.
Posts: 1283 | Subs: 4
Iam going fast captain and stuart, never use lieutenant if iam playing with airborne.
Herein lies your issue imo.
Maybeeee, against OKW if I really fear a light vehicle I'll get the Cpt. but, frankly I consider him prettty worthless.
An M20 + Mines will go a long way, the Lt. will act like a steroid rifle squad for you and access to the AAHT will give you a lot more leverage if you need it AND allow you to get the Sherman out earlier.
Also, a lot of chatter about the 4th Rifle, if you're going AB I would advise against it, especially if you use pathfinders with their RIDICULOUS reinforcement cost. w/Para's your upkeep will skyrocket.
Posts: 380
Huh, it was a summer, when Stuart wasn't nerfed so hard. Of course lt is more better than cpt nowadays.
Herein lies your issue imo.
Maybeeee, against OKW if I really fear a light vehicle I'll get the Cpt. but, frankly I consider him prettty worthless.
An M20 + Mines will go a long way, the Lt. will act like a steroid rifle squad for you and access to the AAHT will give you a lot more leverage if you need it AND allow you to get the Sherman out earlier.
Also, a lot of chatter about the 4th Rifle, if you're going AB I would advise against it, especially if you use pathfinders with their RIDICULOUS reinforcement cost. w/Para's your upkeep will skyrocket.
Posts: 1484
Next game, I used Pathfinders with hold fire ability and my allies Katted and KV2 the F out of the FHQs and Trucks (City 17 map).
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