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russian armor

volksgrenadier modernization MP-40 and Senior Sergeant

24 Jul 2015, 09:07 AM
#21
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post24 Jul 2015, 09:01 AMSugmar
OKW starts with a bunch kubelwagen+assault engineers, which successfully forced the front. BUT 3+ squad allies, when the presence of micro successfully inflict serious damage to the kubelwagen and assault engineers - as a result forcing them to retreat for repairs. At this time volksgrenadier killed in skirmishes with arrows ( they reduce the distance to the middle and effectively kill hail of bullets), recruits ( 6 people behind cover they prestrelivaut ), prison battalions. Ie, if OKW resorts to using the machine gun doctrine calculations - area-60-70% remains for the allies. Means and resources more,and artillery closer. OKW is as far as I understand - efficient lightweight technology with the support of the small but powerful groups of professionals and medium-sized, numerous, universal volksgrenadiers. In practice, this concept is very lame, like the rest of middle class technology due to the abundance of at-weapons in the squads. And if the U.S., the Axis give ammo for heavy weapons squad, the USSR gets half for the requisition.


The recent changes at OKW turned it back into a viable faction again, having solutions to all game stages. It certainly doesn't need of further changes, not for now. The start is quite strong, and you may develop in the direction you want, chosing your core army on the way. You have the necessary tools for middle game and the proper tools for late game. Messing up with OKW now by implementing further changes may prove dangerous balance wise.

My 2 cents.
24 Jul 2015, 09:10 AM
#22
avatar of Sugmar

Posts: 46

Another idea: Take away from the doctrine of breakthrough Assault-officer and he is based at the headquarters of the OKW. It features: the squad consists of an officer, 2 grenadiers with guards-43. Abilities: A) upon his death squads very close to him away,but the troops in the middle distance is suppressed to yellow. b) Instead of leaflets and other rubbish, is the challenge of a smokescreen using the stuff for 30 rounds(5 sticks). b) Passive aura - increases the survivability of units in shelters. The accuracy of fire and reload speed is constantly at +3/5/7% depending on the level of experience of the officer. g) Binoculars - activates the ability - the party is, and visibility is increased, but the angle is narrowed as the su-85. d) at 2 and 4 levels receive 1 additional Grenadier in the squad.
24 Jul 2015, 10:00 AM
#23
avatar of Mr. Someguy

Posts: 4928

I also hope volks to scale better, but automatic weapon upgrade seems a bit off from their design.

The only adequate upgrade on volks I can think of is giving them one or two G43.


Disagree, that's way too similar to Panzerfusiliers.
24 Jul 2015, 10:12 AM
#24
avatar of Corsin

Posts: 600

5 MP40's for 70 ammo
or 1 shrek for 90 ammo


Id be happy with them two as options.
24 Jul 2015, 11:38 AM
#25
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
Just give volks a panzergrenadier/obersoldaten squad leader with an stg as as an upgrade. Gives a minor close mid dps increase and maybe like, a new ability.
24 Jul 2015, 14:37 PM
#26
avatar of Sugmar

Posts: 46


What are your thoughts, should look like a Sergeant for volksgrenadiers: his arms, price, ability????
24 Jul 2015, 15:57 PM
#27
avatar of Loki

Posts: 96

I think maybe in a commander it might be fun to play around with. Nix the sargent.

What I thinhk might be more fun is a commander with the ability to purchase Mg42 on you're volks. It's like a stop gap between Ostruppon and Grens. That would be cool.

24 Jul 2015, 22:54 PM
#28
avatar of Lucas Troy

Posts: 508

Is there anything really that wrong with Volks getting less useful as the game goes on? The same thing happens with conscripts. Both can build sand bags. Volks at least have the potential to become potent against tanks - they are the largest shrek wielding squad in the game.
24 Jul 2015, 22:55 PM
#29
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post24 Jul 2015, 10:12 AMCorsin
5 MP40's for 70 ammo


5 MP 40 are not worth 70 ammo.
24 Jul 2015, 23:01 PM
#30
avatar of Bob Loblaw

Posts: 156

Starting the game pumping out elite infantry with a 32 mp reinforcement cost sounds like some good AI. mmm hmm.
24 Jul 2015, 23:13 PM
#31
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Is there anything really that wrong with Volks getting less useful as the game goes on? The same thing happens with conscripts. Both can build sand bags. Volks at least have the potential to become potent against tanks - they are the largest shrek wielding squad in the game.

'Cept also Scripts don't have vet five.
24 Jul 2015, 23:46 PM
#32
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Is there anything really that wrong with Volks getting less useful as the game goes on? The same thing happens with conscripts. Both can build sand bags. Volks at least have the potential to become potent against tanks - they are the largest shrek wielding squad in the game.


Later in the game when facing heavier armor shreks kinda fall off in how useful they are because you need to close with the tank which is easier said than done. But honestly I don't really find Volks to be that useful in numbers early or mid game outside of just being cap monkies since you can't get a cheaper squad like engies or pio's to do it.

5 MP 40 are not worth 70 ammo.


This, MP-40's in this game are horrible.
nee
25 Jul 2015, 00:53 AM
#33
avatar of nee

Posts: 1216

jump backJump back to quoted post24 Jul 2015, 09:10 AMSugmar
Another idea: Take away from the doctrine of breakthrough Assault-officer and he is based at the headquarters of the OKW. It features: the squad consists of an officer, 2 grenadiers with guards-43. Abilities: A) upon his death squads very close to him away,but the troops in the middle distance is suppressed to yellow. b) Instead of leaflets and other rubbish, is the challenge of a smokescreen using the stuff for 30 rounds(5 sticks). b) Passive aura - increases the survivability of units in shelters. The accuracy of fire and reload speed is constantly at +3/5/7% depending on the level of experience of the officer. g) Binoculars - activates the ability - the party is, and visibility is increased, but the angle is narrowed as the su-85. d) at 2 and 4 levels receive 1 additional Grenadier in the squad.

So you want the Sturmoffizer t be non-doctrinal, and to compensate make him pretty much a Ostheer officer clone? No thanks. If I am mistaken, then I suggest you either edit your post to make more sense or find an English-speaking friend to do a proper contextual translation.



Disagree, that's way too similar to Panzerfusiliers.

Actually more similar to Jaegers. Panzerfusiliers on their part at least have a bit of surivability due to larger squad size.

jump backJump back to quoted post24 Jul 2015, 10:12 AMCorsin
5 MP40's for 70 ammo
or 1 shrek for 90 ammo
Id be happy with them two as options.
IMO short-range upgrade is not the option, long-range is. Hence the LMG34/ AT rifles idea.
25 Jul 2015, 01:49 AM
#34
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post25 Jul 2015, 00:53 AMnee
Actually more similar to Jaegers. Panzerfusiliers on their part at least have a bit of surivability due to larger squad size.


Not at all, Jaegers have a very slow firing G43 that insta-gibs models below a certain health, he's the reason for most of Jaeger's kills. That's nothing like Volksgrenadiers or Panzerfusiliers.

G43 Volksgrenadiers would just make them near identical to Panzerfusiliers, but with a smaller squad size and no vehicle snare.
25 Jul 2015, 20:24 PM
#35
avatar of Sugmar

Posts: 46

About the assault-officer - if it moved from doctrine in the basic structure of the OKW units only one unit on the battlefield. Its task is to strengthen the OKW infantry at an early stage and to maintain its survivability under enemy fire. I watched a lot of games against OKW USA and the USSR - against rifles OKW volksgrenadier even as some, but against the Maxim gun+ recruits they are inferior even with the assault engineers. The main reason for the construction of 6-7 units of volksgrenadiers is an attempt to repel the attacks and to hold the territory. Due to the number of rifles. Let's look at the recruits of the red army - doctrines allow them to issue PPSH-41 - giving them DPS and survivability at the expense of the number of soldiers in the unit.
aaa
25 Jul 2015, 21:24 PM
#36
avatar of aaa

Posts: 1487

folksgrnadiers doest need modernization. They are fine now.
25 Jul 2015, 22:08 PM
#37
avatar of Fluffi

Posts: 211

Everything is fine.
26 Jul 2015, 00:32 AM
#38
avatar of c r u C e

Posts: 525

add a commander with automatic rifles,maybe yes...give them non-doctrinal assault sh*t...hell no,they are good as they are
26 Jul 2015, 02:31 AM
#39
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

This, MP-40's in this game are horrible.

You can always adjust accuracy and damage.

Take a look on PPSH from Con vs Shocks or Kar from Osttruppen vs Gren vs Ober.
26 Jul 2015, 14:00 PM
#40
avatar of Sugmar

Posts: 46


STG-44 it's too big for volksgrenadiers. According to the version of the game - it recruits + a few veterans. So they need to upgrade the squad leader, as a 6 member group. And it needs to be armed with a good weapon, which corresponds to the unit - and this GW-43. Also there remains the problem of smoke and flame throwers for OKW as a fraction.


MP-40 will allow OKW to suppress spam tactics Maxim machine guns at the expense of call from the flanks and strong DPS in melee.
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