SdKfz 222 Scout Car
Posts: 255
Posts: 85
Getting 1 scout car then 1 HT. I guess we just have to micro it well and try to vet it to level 2. I tend to use it behind the frontline with grens scouting or behind obstacles (hedges, houses etc) to avoid AT guns (if it does pop out).
Would tactical smoke be quick enough to save a SC from AT guns?
Posts: 255
Give it the range builltin and even oorahing scripts wont catch it.
Posts: 255
I dont think it "forces" guards, guards may help but you should be able to get away without them if you wanna go the shocks-KV8 route. Also, mines are still very effective vs an AC.
I think the current 222 is kindof like the t70 for russians, but just a bit earlier in the game. It has a small period while it is quite strong, but by no means forces a doctrine imo. There are many ways to kill a cat.
I also think the "buff" was needed. The scoutcar is a counter to m3's and snipers. Previously if the russian got both m3 and sniper you had to choose: upgun to 222 and counter the m3 but can't kill a sniper in an open field. Or leave it un-upgunned and you cant really kill the m3. Now you can deal with both well, if you upgrade it. From the russian side, the counters to the 222 SC are the same as they used to be pre-patch so nothing changes there really, cos its hp/armor is still the same.
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Posts: 255
Their usefulness diminishes with time, although they can still be used late game if kept alive and vetted.
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http://www.coh2.org/topic/6133/sdkfz-222-model-finished
Posts: 604
... maybe I should ask my brother to help me, he is a boss in building stuff and especially with paint job work...?
Those are really awesome!
Posts: 255
I finished mine this month!
http://www.coh2.org/topic/6133/sdkfz-222-model-finished
Whoa nice work! Like the snow effects
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