Grens are fine, it's still the maps that hurt Ostheer the most early on.
+1
See we never had complaints about a 4 man squad before WFA so why now? The reason is the close proximity of models, just introduce a spread formation problem solved.
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Grens are fine, it's still the maps that hurt Ostheer the most early on.
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hm nope, your early game without hmg42 is very hard to play, combined arms is a key to victory for ost.
But isn't the meta already Gren Spam?
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Then they all would need a price increase if you can't see the imbalance yourself yet(and I know you can't).
See we never had complaints about a 4 man squad before WFA so why now? The reason is the close proximity of models, just introduce a spread formation problem solved.
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yeh but ostheer also has their engineers to back them up early game. ostheer engineers are almost as good as sturmpios in close range. get them in cover and upclose to an enemy you'll deal massive damage, and if you have grenadiers supporting the engineers they can finish the job and force a retreat.
Additionally, once grenadiers get their LMG upgrades they become quite scary and dont even need help from the engineers to tear up conscripts and riflemen. You just need to make good use of your engineers in the early game until you get that LMG upgrade.
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What about a fifth man at vet 3? Maybe that would hinder the late-game wipes a bit?
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i think they are fine
but what i would like to change is they reinforcement cost since its bigger than for rifleman
with the current tech costs that could help out a little bit.
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Isn't the formula reinforce cost = (squad cost / number of members in squad) / 2? I think every squad in the game follows it (barring squads which spawn out of buildings or airborne)
Grenadiers- 30 = (240/4)/2
Riflemen- 28 = (280/5)/2
Conscripts- 20 = (240/6)/2
Volksgrens- ~24 = (235/5)/2
Panzergrens- ~42 = (340/4)/2
Pioneers- 25 = (200/4)/2
etc etc
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