New Soviet Commander: Tank Hunter Tactics
Posts: 896
First part cons take on a ht with normal grenade followed by rpg 40 grenades.
Second part cons take on ac 221 with normal at grenade followed by rpg 40 grenade which miss completely.
Third part 2 con squads take on 2 ht and 1 stug with their at grenades and ptrs rifles.
Fourth part anti tank bombing run stuns tiger and takes away half its health.
Posts: 1702
And here is the video of that replay showing some of the abilities in use including the RPG 40 at grenade, ptrs upgrade, and anti tank bombing run:
First part cons take on a ht with normal grenade followed by rpg 40 grenades.
Second part cons take on ac 221 with normal at grenade followed by rpg 40 grenade which miss completely.
Third part 2 con squads take on 2 ht and 1 stug with their at grenades and ptrs rifles.
Fourth part anti tank bombing run stuns tiger and takes away half its health.
Definately looks like a decent commander. Altho the at nades aren't homing, you can still damage stuff with them, just throw the normal at nade FIRST. Altho probaly the fact that they aren't homing is probaly a bug.
Posts: 896
Definately looks like a decent commander. Altho the at nades aren't homing, you can still damage stuff with them, just throw the normal at nade FIRST. Altho probaly the fact that they aren't homing is probaly a bug.
Is your friend available now? Maybe we can do one more test to see the value of the mines and the salvage kit.
Posts: 1702
Is your friend available now? Maybe we can do one more test to see the value of the mines and the salvage kit.
He isin't my friend sadly, i just found his thread on the forums.
Posts: 4301 | Subs: 2
that little AT air run looks like it can kill inf pretty good too. feels like fragmentation run that ost have.
Posts: 824
Definately looks like a decent commander. Altho the at nades aren't homing, you can still damage stuff with them, just throw the normal at nade FIRST. Altho probaly the fact that they aren't homing is probaly a bug.
Uh, no, not a bug, 5 homing AT nades for 30 muni would be broken. They are just like the Infiltration nades of OKW, a lot of nades but random spread pattern.
This commander is interesting for the fact that it makes Cons significantly more useful late game. This is the kind of commander that is a great design and compliments rather than defines a game, which is what most people want commanders to do. No, it doesn't have elite infantry or a Super-heavy tank, but it adds a lot of AT versatility to Cons and make them like Volks late game. Crappy damage-dealing early game, but a lot of models, into late game AT that can stand there and throw nades for a few seconds before retreating due to squad size. I really like this commander and applaud Relic for designing such a balanced and interesting commander.
Posts: 640 | Subs: 1
The PTRS on Cons should also be a good way to farm veterancy.
Posts: 978
But I can see that this commander has nothing over the good old double T-34/85 left click, right click commander with marked vehicle. That´s probably why it´s so unattractive.
Posts: 4630 | Subs: 2
Why would you use AT bombing run when you can have FAB-50+ISU or T34/85??
Useless in my opinion.
Posts: 1702
Why would you put PTRS on Cons when you can have Guards? Why would you plant light mine if you can plant normal mine.
Why would you use AT bombing run when you can have FAB-50+ISU or T34/85??
Useless in my opinion.
PTRS on cons is more efficent because of cheaper reinforce cost, and spamming gaurds is not a very good idea.
AT bombing run is cheaper, and is ALOT harder to dodge than fab-50.
Light mine is not triggered by infantry.
Posts: 1108
Posts: 4630 | Subs: 2
PTRS on cons is more efficent because of cheaper reinforce cost, and spamming gaurds is not a very good idea.
AT bombing run is cheaper, and is ALOT harder to dodge than fab-50.
Light mine is not triggered by infantry.
Guards can take you through the whole game as core inf. DP-28 may be not best option but still a way better than cons with PTRS.
They can also stun vehicles (that's the part where FAB-50 goes in). Many times I destroyed KT with 1/3-1/4HP by blinding it and sending FAB-50.
Light mine is not triggered by infantry.
For me it is disadvantage. Some extra squad wiped out is always welcome, especially that I have a lot of ammo as soviets and I can plant how many I want.
Posts: 896
thx for the video Abdul! Looks pretty cool How much ammo cost the bombing run?
You are very welcome, the bombing run costs 150 ammo.
To answer the comparison between guards and cons, I would take cons with ptrs any day over guards because they are cheaper to reinforce and can throw 2 at grenades and molotiv, orah, merge, and plant at mines.
Posts: 183
And here is the video of that replay showing some of the abilities in use including the RPG 40 at grenade, ptrs upgrade, and anti tank bombing run:
First part cons take on a ht with normal grenade followed by rpg 40 grenades.
Second part cons take on ac 221 with normal at grenade followed by rpg 40 grenade which miss completely.
Third part 2 con squads take on 2 ht and 1 stug with their at grenades and ptrs rifles.
Fourth part anti tank bombing run stuns tiger and takes away half its health.
If Relic will nerf this (Imagine, ITS a Tank hunting Doctrine, of course it's "strong") then i will stop playing Allies/Soviets.
Posts: 304
Seems like a commander that might not be one of the 'big ones' that get's used all the time, but might attract some good specialist players and strats.
Posts: 17914 | Subs: 8
Posts: 896
One question-what does CE salvage kit actually do? For a 100 muni upgrade it better provide something more then 5fu per wreck.
That's why I am looking for someone with this commander so I can check this ability plus the anti tank mines. Both were not used in that replay I made the video from.
Posts: 218
Tested it with the CheatCommands mod. It's very similar to the CoH1 Pioneer's Salvage ability, where it gives resources over time and destroys the carcass of the vehicle over time.
It's pretty good considering it gives about 10-15 fuel (as well as something else, I'll go into that later) total per wreck, and unlike the OKW Salvage ability, it actually scales the resources given as you get bigger vehicles.
It also gives some really, REALLY out of the ordinary - Manpower. And it gives a pretty healthy amount of Manpower as well, maybe 50 total for a small wreck and up to 75 total for a heavy wreck.
Posts: 896
Posts: 896
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