Penals weaker than conscripts??
Posts: 2
I decided to test penals vs conscripts with the help of this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=333763272
I found out that out of 10 firefights Penals lost 8 times against conscripts.
My question is that if Penals are so much more expensive than conscripts and have better rifles why are they so ineffective? Did relic just buff conscripts and forgot about Penals?
I also want to know how you guys play as the Soviets and how you counter the Axis Powers.
In my opinion the Soviets without any doctrines can barely hold up against the Wehrmacht and get completely massacred by the OKW. I get that relic wanted to portay the Soviets as weaker than the Germans but larger in numbers but having the same manpower cost like the Germans that doesn't make any sense to me.
What do you guys think?
Posts: 476
Penals are yeah kinda bad. They scale somewhat with flamethrower. But they have no anti-vehicle capabilities. ATM sachel is bugged (zero damage to buildings).
T1 in general is quite dead. Snipers are too bad, flamer accutary in M3 got nerfed etc..
I usually build soviets in 1v1 like this:
4 cons
medics
cons
T2
Maxim(s)/mortar(s) if you need
T3
T70
SU76s/Quad etc...
Call-in tank.
Posts: 301
Penals do not fullfill the exact same role than conscripts. If you makes them fight, (which is very unlikely to happen) you will notice that the outcome of the battle depends of the distance that separate them. At long-maximum range, conscripts wins, at short range penals kills them all.
You will notice also that as a soviet, you will tend to loose any fair fight (1:1) you enter in. The point is to never give a fair fight and to strictly outnumber your opponent anytime.
As you pointed, we both have the same manpower but you will rarely find a german player willing to pay for more than 4 grenadier squads. However, a soviet player can very confortably go to 6-7 conscripts squads. Remember that until the 1st medium tank pop, conscripts squads can andle pretty much anything provided you have enough squads. A MG42 pinning 2 squads? you have 3 more for a nice hoora + molotov flanking. A 222? At grenade him to death. an AI halftrack? it can only target a single squad at a time.
The build order that gave you I4HTI is honest and i would go further with removing the medic and adding another conscript squad.
Kozo.
Posts: 587
(Their Veterancy increases their accuracy by total of 60%, so if there are some LMG´s laying around on the ground, pick them up with penals, and you have a squad that shoots down everything, like the original Obersoldaten, since a LMG 42 has good stats, but when you increase its accuracy by another 60% its going to be godlike)
Posts: 17914 | Subs: 8
Penals can't do a single thing that cons can't except for bunker busting(since satchel is just shitty nade vs structures).
You go penals because you love penals, not because they are useful.
Posts: 1605 | Subs: 1
Posts: 1802 | Subs: 1
They do have some of the best vet bonuses of the game, granted. But still they are lackluster, lose models, and as I said, don't actually have e role.
I would say either give them AVT upgraded (unlikely) or simply increase their long range Accuracy and DPS. Soviets already have good CQC units (Shocks, Partysans, PPSH Cons or even vanilla cons). I would recommend buffing their long range DPS, and adjusting their vet in a way that they can pull their weight against Vet3 LMG grens. Increase their reinforce price if needed (Not sure how expensive their reinforcement is). Oh, also remove the flamethrower.
Posts: 17914 | Subs: 8
Penals are durable (6-man, some rec acc vet bonus) flamethrower carriers with Oorah. They are nothing special other than that.
Vet3 cons are more durable.
Rifles have more firepower.
Elite rifles at vet3 are both more durable and have more firepower.
Penals are relic(pun intended) of the vanila coh2, they don't belong to current game with present stats and lack of role.
Posts: 410
The problems with conscripts is in late game that, even if they survive better with vet3, the damage output is very low vs vetted infantry.
Posts: 2
What I personally think could be interesting would be making conscripts like the german osttruppen. Or making a doctrine with the ability to call in fresh conscripts with the order 227 getting activated (like in the campaign).
Posts: 17914 | Subs: 8
2 penals with flamers + 2-3 guards works well as main infantry force.
The problems with conscripts is in late game that, even if they survive better with vet3, the damage output is very low vs vetted infantry.
Right now you can just pick ppsh doctrine and enjoy yourself.
Conscript support tactics, while far from meta is rather valid choice for playing swarm of infantry and light armor with incendiary barrage support.
Even NKVD disruption tactics would be awesome if instead of rapid conscription it had ppsh.
Posts: 954
Posts: 17914 | Subs: 8
Make penal the soviet osttroopen, could be perfect
And the reason to use them over cons would be...?
Because you know, cons are soviet osttruppen.
Posts: 179
Posts: 4314 | Subs: 7
And conscripts should get DP28 upgrade for 40 munny cost once you build up tier4
Posts: 24
Having light AT in T1 wouldn't hurt, I believe.
Posts: 2885
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Posts: 1930
the svt40 is just too weak to be useful. its mid and long range dps needs a buff.
and the satchel needs to ohk building again, it's one of the only uses it ever had.
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