Fantasy Faction III: Elite Infantry
Posts: 3552 | Subs: 2
Builder Unit: Sturmpioneers OKW 58%
Core Infantry: Grenadiers Ostheer 32%
http://www.coh2.org/topic/25090/fantasy-faction-i-builder-units
http://www.coh2.org/topic/25222/fantasy-faction-ii-core-infantry
Now we move onto the elite infantry
Elite Infantry will be all infantry available from CP1 or later, 1st or 2nd buildings
So some units will be in both lists
Units will have all abilities and upgrades available to the unit (eg Grenadier LMGs)
Upgrades that must be unlocked before purchase (eg: Molotovs, BARs) will be on the third list and will be available to all infantry in the faction but only one can make the final selection.
This means for example that conscripts, should they be voted in, will have access to only one upgrade so will only be able to have Molotovs or ATGrenades not both
OKW units will have their fuel or upgrade costs adjusted into "real" terms
PS:
I have also realised that technically snipers should have been an option last time around, never mind
PPS:
Pathfinders don't even get to be an option this time around as they got no votes last time
Posts: 1963 | Subs: 1
Posts: 3552 | Subs: 2
I think we will want something that can spawn behind enemy lines, as that will greatly assist in flanking and breaking down positions - and this commander will be totally lacking in off map call in strikes.
Both obers and shocks will be powerful, but are pure AI and I think we want something with more bite and versatility (and possibly less expense)
Partisans will be cheap (and will give access to Soviet mines) but will only have access to one upgrade; also they cannot really function as line infantry if they survive
At the moment though I think it is a toss up between Paratroopers and Falls, both are versatile and can function as line infantry if necessary; however I think Paras are less map dependent as they do not need buildings so I shall go with them
Posts: 2181
They are just nasty and can work in both short and long ranges.
Demo charge comes in handy especially against okw trucks
also lol at elite troops and listing penals as option
also are you going to balance this faction in any way, because it is going to get the most powerful stuff in every category. 50 popcap?
Posts: 1963 | Subs: 1
This will be tough, and there are some good options here.Shock troops with 2 stolen paks(recrewed with shock troops of course) is better than anything you can ask for. Versatile units are not my favourite. I prefer specialist units.
I think we will want something that can spawn behind enemy lines, as that will greatly assist in flanking and breaking down positions - and this commander will be totally lacking in off map call in strikes.
Both obers and shocks will be powerful, but are pure AI and I think we want something with more bite and versatility (and possibly less expense)
Partisans will be cheap (and will give access to Soviet mines) but will only have access to one upgrade; also they cannot really function as line infantry if they survive
At the moment though I think it is a toss up between Paratroopers and Falls, both are versatile and can function as line infantry if necessary; however I think Paras are less map dependent as they do not need buildings so I shall go with them
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I'd say Paras for the low-ish reinforce and superb damage output once upgraded, at close or far depending on loadout.
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Shocks. Once they stand face to face with enemy they are eating them alive.
And yet, every single infantry in game got the ability to fight them cost effectively either thanks due to weapon upgrades or grenades, because shocks have weakness-short effective range.
Too bad the same can not be said about ubers and your face will start melting on a mere sight of them.
I'll go with Ubersoldaten for this one. Epic long range? Cover ignoring upgrade? Who wouldn't want that?
Posts: 1970 | Subs: 5
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I can't believe obers and shocks are getting any votes when paratroopers can fulfill both of their roles exceptionally well.
Over 60% incoming accuracy recieved by Vet 4 is why. Airborne dont scale anywhere near as well with their crappy vet. Obers are like STs on roids.
I like Airborne myself. But nowhere near what Obers can bring.
Posts: 8154 | Subs: 2
I can't believe obers and shocks are getting any votes when paratroopers can fulfill both of their roles exceptionally well.
Because we don't have Captain or Liutenant to make them overperform ?
Is that still working? :Cruzzsignal:
Posts: 432
Fusiliers with G43 and vet dish out incredible amounts of damage at all ranges plus have an AT snare ability, making them still dangerous to vehicles. With vet, they gain flare, an incredible ability synergistic to Panthers and Jagd, extra accuracy, and sprint. They pretty much receive 0 damage from any infantry that's not equipped with a long range LMG. With 6 G43s they also gain extra vision. At 6-man squads, they can crew weapons with ease even when not at full squad, and have a significantly reduce wipe risk due to mines or ISU.
Obersoldaten are the undisputed anti-infantry DPS king, and would win this fight hands down with their accuracy + vet 4 suppression if not for their weakness to vehicles. Vet 1 smoke is incredibly useful and their booby trap ability works well to bait Shocks. But, smoke is shared with Fallshirmjagers, and sprint is shared with Fusiliers, so Obers are not fully unique in their ability set. All things equal, if all three were at vet 5, each of the three squads would be killing so quickly anyways that it would not matter much. Ober's vet 4 suppression does allow crowd control unlike the other squads, and its long range focus makes them great for attack-moving. Their true weakness is their sole focus on pure AI makes them vulnerable to vehicles where T70s and tanks can bully them without fear of punishment.
Fallshirmjagers are equally godlike with vet and FG42s, having the bonus of popping out of ambient buildings as well. At vet 5, they turn into crazy ninja killers, popping in and out of cloak quickly while killing everything in its path. They function very similar to Fusiliers in this regard - highly potent weapon with an anti-vehicle snare ability to scare off vehicles. The DPS may be higher overall than Fusiliers at mid to long ranges, but unfortunately, they are only a 4-man squads, so it has an increased risk of wipe.
Posts: 1963 | Subs: 1
Over 60% incoming accuracy recieved by Vet 4 is why. Airborne dont scale anywhere near as well with their crappy vet. Obers are like STs on roids.
I like Airborne myself. But nowhere near what Obers can bring.
QFT.
Those Obersoldaten are just plain ridiculous and absolutely destroy everthing they see except anything better than the ambulance.
"Obers are like STs on roids" - JHeartless
I love this quote.
Posts: 4630 | Subs: 2
I can't believe obers and shocks are getting any votes when paratroopers can fulfill both of their roles exceptionally well.
From my experience, Shocks are able to approach without major damage due to armor and smoke.
Paratroopers with Thompsons have higher damage but they are dead before they reach enemy.
At least Im able to reach obers with 1 model dead and 30% hp loss which is enough to kill them or forced them to retreat
And yet, every single infantry in game got the ability to fight them cost effectively either thanks due to weapon upgrades or grenades, because shocks have weakness-short effective range.
Too bad the same can not be said about ubers and your face will start melting on a mere sight of them.
I'll go with Ubersoldaten for this one. Epic long range? Cover ignoring upgrade? Who wouldn't want that?
Agree but when You stack Shocks with Snipers they are almost unstoppable.
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