Why are Rear Echelon Troops so terrible?
Posts: 105
There is a reason why the standard build order of USF is 3+ Riflemen every single game.
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http://www.coh2.org/replay/27334/mechanized-re
I don't know, they seem pretty great to me, just hug cover the best you can and focus fire, use fighting holes offensively.
The backbone of the army Bulletin really helps tho. (Four RE opening).
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But yeah, they are currently cappers, and damn good one's at that job. Not much more to them, cept that the fighting pit ain't bad either for its cost.
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Right now only Sturmpioneers can do all of these things ON TOP of getting healing packs at vet 1 and stun grenades at vet 3. Their DPS and excellent repair speed make them delightfully strong and give me a sad face any time I have to use another faction's builder.
Posts: 444
RE can build Tanktraps that no other faction unit can build without a doctrine its the best Green cover available early in game. construct tank traps while capping so if you are caught by say strum pioneers you can pop volley fire from tank trap green cover, you will not loose any models in green cover when strummis close in.
2 squad of REs can repair a vehicles really fast. my standard opening these days is RF+RF+RE+Fighting position
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"Rear echelon troops were often cooks, chaplains, clerical staff, maintenance or quartermaster troops, armorers, stevedores, and military police. Typically they would not often see active combat, but cut off by the Germans from the rest of the army they often found themselves having to join the frontline soldier in combat."
RE are fine. Although, seeing they are cooks they should get a bulletin "Flambed SauerKraut Recipe"; RE squads deal 10% more flamethrower damage, so they can better cook those krauts when they steal one.
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Maybe buffing volley by tanking rec acc modifier that makes absolutely no sense.
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