Halftrak - 7.2 and 2.1 can be use in battle.
M5 - 7 and 2 same as above.
Asymetrical balance
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It is the associated risk and I think it is best that it stays. Having both healing/reinforcing is a huge benefit right on the frontlines and if done correctly (even without a Major) you place so much pressure on your opponent that they can't help but forefit map control.
If you misplace your medic you should be punished for it.
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You realize a 222 can kill it WAY faster then an M20 or Greyhound can kill an Ost halftrack let alone the OKW medic truck.
Benefits/Drawbacks list.
But yes it comes early is cheap on fuel (but the Manpower cost is still high enough I dont want to be constantly replacing this thing)
I think the only way to make this thing easier to kill would be to make it immobile. I mean a single squad can easily kill it from full health before it can escape in most cases and that is just wrong. This is why most people leave it at HQ.
Manpower cost is enough and the Micro demand is so high its not worth the Squeeze unless of course you are the StephenJF, Cataclaw, VonIvans of the world. If I am fighting a battle and dodging potentially squad whiping Rnades all damn day I generally have a hard time sparing tasks for the Ambulance thats going to surely die in a few hits.
Low Armor and HPs. The only way to reliably escape a SturmPio is to literally retreat the Ambulance BEFORE it sees the Sturmpio.
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The healing thing has a pretty long timer on it. Every faction but the soviets has a way to heal in the field (doctrinal forward hq doesn't count). Ost has multiple ways, too. All this still includes field reinforcement, at faster speeds, with more health and armor, useful combat upgrades, transportation, etc. So I don't see how a faster acceleration on the ambulance is going to break anything that isn't already broken between okw and ost, considering they do it better.
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Good thing axis tanks when poorly positioned can just pop smoke and blitz away, but damm those medics, if that american bastard just slightly puts his ambulance out of position it must DIE! No escape for medics!
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Just to compare forward reinforce/heal costs for the factions:
Ostheer: 300MP 120Muni for two immobile bunkers that have to be built onsite.
Soviet: 500+MP 150F for forward reinforce, no forward healing. If you count the forward HQ doctrine, it's 300MP 60F.
OKW: Tech structure, vulnerable to destruction while setting up, expensive to replace, decides your unit roster for opening of the game.
It would be pretty annoying to have rifle blob + ambulance move straight to cutoff at the 3 minute mark as wehrmacht, sit there and reinforce/heal in green cover. Then the moment the ambulance is remotely threatened it zips back to base (or some location slightly further back).
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First of all it forces you to blob infantry because cooldown between heals is too damn long, so you always waiting for more squads to retreat before start healing.
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OKW and Wehr also PAY to heal their troops.
Ambulance is free AoE heal. It is exponentially more powerful.
They also PAY more for their in field reinforcement.
Ambulance is vulnerable because it's cheap and very effective when used properly.
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