OKW kind needs the FRP (especially early on) because their basic troops (Volks) don't really have the same punch as other factions mainline infantry do. USF needs it because of their aggressive play style, UKF needs it because it's a defensive oriented faction.
Honestly making the commander bunker a FRP would be nice because right now there's no incentive to make it other than to stick it next to a Pak43 or LefH.
Should Sov and Ost have Forward Retreat Points?
17 Sep 2015, 17:08 PM
#41
Posts: 4951 | Subs: 1
17 Sep 2015, 17:40 PM
#42
Posts: 2280 | Subs: 2
Permanently BannedOKW kind needs the FRP (especially early on)
Early med truck will lose 90% of your games.
@OP Yes, Sov and Ost should get FRP.
17 Sep 2015, 17:43 PM
#43
Posts: 4951 | Subs: 1
Early med truck will lose 90% of your games.
@OP Yes, Sov and Ost should get FRP.
Why? Healing and FRP is much better than Puma or Flak Track since Stuart rush and Guards became a thing. And PIAT's can ruin a Flak Tracks day because your forced to be stationary.
Med Truck with Fuss and other call in infantry is much safer.
17 Sep 2015, 17:48 PM
#44
Posts: 2280 | Subs: 2
Permanently Banned
Why? Healing and FRP is much better than Puma or Flak Track since Stuart rush and Guards became a thing. And PIAT's can ruin a Flak Tracks day because your forced to be stationary.
Med Truck with Fuss and other call in infantry is much safer.
Whatever you say
17 Sep 2015, 17:49 PM
#45
Posts: 4951 | Subs: 1
Whatever you say
Awfully helpful, this post.
17 Sep 2015, 17:56 PM
#46
Posts: 2070
hey i was just thinking about this! heck yes they should!
17 Sep 2015, 17:57 PM
#47
Posts: 1216
Forward retreat matters because there are big maps and some have it while others don't. Factions that have forward retreat don't have halftracks, but they have other sources of reinforcing on the field, so that argument is ultimately irrelevant; I mean OKW's medic HQ is BOTH forward retreat and reinforce source. USF has them as separate units.
I think at the very least, Soviets and Ostheer has them through commanders. IMO they should have been a commander ability for the (near useless) Defensive commanders. I'd honestly prefer a source of forward retreat instead of Dshk or Sector Artillery.
There is one mod out there that allows the Ostheer's Field Artillery Officer to allow forward retreat and act like a USF major, you stuck him near halftrack or command bunker and you're good to go...as long as the enemy doesn't barrage the position. He still gets pinned and if killed the retreat point is lost, and Fear Prop Arty will cause him to retreat as well, which also disrupts the forward retreat. And of course, not all Ostheer commanders have this unit. He is tremendously powerful in large maps like General Mud or Horsch Assault, and being in certain commanders require you to either live with the limitations of those commanders or try to live without it and go Tiger Ace or CAS.
IMO they should have a source of forward retreat, but I would want both uniqueness to it as well as having some tradeoffs. Naturally putting them as a commander-based benefit would prevent it from being Company of Mustering Points.
There was also pulled Ostheer commander that featured converting ambient buildings to retreat point as well as spawning mechanics. IMO that could be a Soviet version, whereas the Ostheer version can be designating a Medic or Command bunker to provide the same. And to differentiate from British Forward Assembly, only one such bunker/ converted HQ can be retreat point at any time.
I think at the very least, Soviets and Ostheer has them through commanders. IMO they should have been a commander ability for the (near useless) Defensive commanders. I'd honestly prefer a source of forward retreat instead of Dshk or Sector Artillery.
There is one mod out there that allows the Ostheer's Field Artillery Officer to allow forward retreat and act like a USF major, you stuck him near halftrack or command bunker and you're good to go...as long as the enemy doesn't barrage the position. He still gets pinned and if killed the retreat point is lost, and Fear Prop Arty will cause him to retreat as well, which also disrupts the forward retreat. And of course, not all Ostheer commanders have this unit. He is tremendously powerful in large maps like General Mud or Horsch Assault, and being in certain commanders require you to either live with the limitations of those commanders or try to live without it and go Tiger Ace or CAS.
IMO they should have a source of forward retreat, but I would want both uniqueness to it as well as having some tradeoffs. Naturally putting them as a commander-based benefit would prevent it from being Company of Mustering Points.
There was also pulled Ostheer commander that featured converting ambient buildings to retreat point as well as spawning mechanics. IMO that could be a Soviet version, whereas the Ostheer version can be designating a Medic or Command bunker to provide the same. And to differentiate from British Forward Assembly, only one such bunker/ converted HQ can be retreat point at any time.
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