How to use Assault Grens?
Posts: 196
However, my experience has been very different. Assault Grens seem shockingly bad for 280 manpower - its almost a joke how bad they are compared to Riflemen, and for the same cost. If you can flank a lone Rifleman squad and get in close they will win, but in any other situation they seem practically useless. If there's another squads nearby you might as well forget it, and if a Rifle squad spots you at a decent range, you can expect to lose 1-2 models whilst closing in, which forces you to retreat almost as soon as you get into short range. Hanging back and using cover doesn't work for me either, since their DPS seems terrible at anything other than point-blank range.
What am I doing wrong? I really need something to help me out on these maps (especially against USF), but I just can't make Ass Grens work.
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With that being said! I like them! Just because you can do variations of your openings with them and normally I don't like to do the same thing over and over. With the sprint and submachine guns they really are a threat against snipers on less open maps.
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I usually use this commander versus Americans, not so much versus the Soviets. Mainly for the Tiger and the StuG variant.
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So I think you need two things to use them efficiently. 1. a building, and 2. a path that your opponent walks so you can intercept him or her. I think this means you have to really plan how you use your AssGrens. Like, on Semoskiy, you can't use them on the open fields, you have to send them either into the middle or to the western ammo point. Both places have many sightblockers, so you have a chance of running into a squad of your opponent.
Let us look at the Western ammo point for an example. If an opponent's quad would approach from the south, he has to go either through a small "gateway" of hedges or jump over the fence. Before he or she has entered the area, most of the sight is blocked by a piece of hedgerow between the entrence and the fence to the right side. So if your opponent tries to enter the area, your AssGrens can engage the squad at point blank range and as a surprise, winning you the engagement and giving you time to kill some models.
Note that I am talking about the first few minutes of the game, where a 1 vs 1 squad fight means quite much. I also wouldn't use AssGrens in the way described above, as you can only do it as the northern player while you do not have that much to gain from the point as the northern player. Also, I think it would be quite challenging to get your AssGrens there without giving up capping power. But this is, in my opinion, the way you should use AssGrens. Setting up ambushes in the early game that win you much control over the map, while taking next to no damage on the AssGrens.
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Posts: 269
Just get 3-4 squads of Assault grenadiers and swarm the map.
Remember Tier 2 delays your ability to cap the map because you have to have your pioneers build the building and spend manpower on it while Americans and Russians just build units and cap. Assault grenadiers keep you more even in terms of early capping and if you micro them well, they can give you much better map control than other starts. Also in general ostheer is designed such that grenadiers always lose 1on1 versus the other side's basic infrantry unit (conscripts or riflemen). Assault Grenadiers can actually almost always win in early fights if you micro them well.
The tradeoff is they don't scale as well into the end game. G43's let you flank and chase down units at range more effectively and lmg42's just rape. And you don't get panzer-fausts either.
In general you go for a stronger early start in order to have more resources to use call ins like the halftrack and assault stug.
The bad thing is they don't scale as well becau
Posts: 154 | Subs: 2
I have some good 1v1 replays I could share if anyone is interested? The sole AG at the start can really screw your opponents early game up.
The difference in DPS between AGs and AEs favours the AEs.
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I Wish I had this commander, still waiting for lucky war spoils RNG to drop it for me
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They have around the same role as sturmpios in the early game and they just pale compared to that, even for the cost
Posts: 154 | Subs: 2
You can afford both an AG and T1 from the first second. Use your AG to rush for you opponents fuel and just sit in green cover/house and let him spend time and resources getting you out of there. A good choice can be an MG as second unit. If you manage to pull that start off you're in a great position and possibly even GG-material.
*Here you have two examples, one being like 3 minute long.
Posts: 304
Anyone tried coupling them with a sniper? I imagine that would be quite lethal, since anyone trying to rush the sniper will get cut down by the AssGrens. It would be extremely MP heavy of course...
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Assault grenadiers are almost exactly the same as the volksgrenadiers from vCOH once you upgraded them with mp40's. They have bad accuracy on the move I think so you can't use them like you would panzer grenadiers to chase down retreating squads. You have to flank and then put them standing still in cover and they will kill anything at close range. They are useful for starts where you don't bother with building Tier 2 at all.
Only if OSttruppen can be upgraded with Mp40 can they be considered the same. Old Volks have dirt cheap reinforce cost + faust which keep them competitive in late game while these guys bleed your manpower like a Humvee burn through gas and they are even more useless than cons in late game.
Posts: 269
Only if OSttruppen can be upgraded with Mp40 can they be considered the same. Old Volks have dirt cheap reinforce cost + faust which keep them competitive in late game while these guys bleed your manpower like a Humvee burn through gas and they are even more useless than cons in late game.
You're right. I meant in terms of combat characteristics. These guys are expensive and take forever to reinforce. I got hard-countered by a soviet sniper start using these guys. It was not pretty. They simply couldn't close the distance against snipers and were a huge mp drain.
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