Rework Assault Grenadiers
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Assault Grens should be surgical assault units, as the name already suggests.
Kinda like units you want to field to get rid of important weapon teams, that stop your (mechanized) assaults with this doctrine.
So i'd go in this direction:
buff the sprint ability, make it cost more, but give it a decent reduced incoming accuracy while active - they get in fast and take less losses, but can't stay in combat for long, and won't replace any other infantry for usually prolonged fights. Replace the grenade with something like Volks incendiary - again to move them in quick & dirty, with the need for a fast out.
A possible STG upgrade, with the Battle Phase 1 or 2 upgrade, doesn't sound too bad either.
just my 2 cents.
Posts: 587
So i'd go in this direction:
buff the sprint ability, make it cost more, but give it a decent reduced incoming accuracy while active - they get in fast and take less losses, but can't stay in combat for long, and won't replace any other infantry for usually prolonged fights. Replace the grenade with something like Volks incendiary - again to move them in quick & dirty, with the need for a fast out.
A possible STG upgrade, with the Battle Phase 1 or 2 upgrade, doesn't sound too bad either.
just my 2 cents.
Thats a nice idea, other thing they could do is to buff their weapon stats a bit, but delay their appearance by a few CP´s, so they are actually "Strong" when they hit the field a bit later
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They can rush forward and dominate at close range. They're fine.
Until they are up in Close range they already lost 2 Models and are cripled
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First, let enemy focus fire on Pios for example, then charge.
Hide behind corner
etc...
I find them very, very useful through entre game, not only 1-2mins but they need babysitting.
I rather keep them at 0CP and give them cloak + hold fire.
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Until they are up in Close range they already lost 2 Models and are cripled
They're supposed to be unstoppable? What? They're a close range stepping stone towards panzergrenadiers. They're meant for flanking, not blinding rushing at conscripts, riflemen or infantry sections.
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The MP44 upgrade might be nice, even if it limits Panzergrenadiers. But think of it this way- PGs come with MP44s but are not ideal spammers, plus their main use is anti-tank infantry role, which the Assault Grenadiers can never replace. With MP44s AGs would only really become uber close range infantry, something which thy should do if their main role is replace pioniers in the close range role. Grenadiers and PGs will remain useful and relevant by holding their own distinct roles.
The MP44 upgrade could be identical to Stormtroopers' and have the special ability unlocked, and could also just replace four models' weapons rather than all five. It could also take up one/ two weapon slots so that the uni becomes less versatile as they cannot pick up weapons lying around.
You can even add both flamer and MP44 upgrade but the unit has to choose one or the other, and brings in a munitions dilemma that you might not want to commit as the game progresses into armour and such, but at least with the flamer option they replace only pioniers in attacking things like UKF emplacements. In fact the few times I play with this doctrine I pretty much use them to pick up flamers and replace my pioniers, who go around repairing vehicles. Panzer/ Grenadiers I reserve to picking up things like LMG or AT weapons. As a large short-ranged infantry unit with no long-range capabilities, Assault Grenadiers are actually ideal for using flamers due to higher DPS at close range, Sprint ability and large squad size.
On top of all this, they are only found in one doctrine, too, so we're not talking spam all across Ostheer commanders.
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They're supposed to be unstoppable? What? They're a close range stepping stone towards panzergrenadiers. They're meant for flanking, not blinding rushing at conscripts, riflemen or infantry sections.
No that was not what I said. Even when you land a good flank, you will be crippled earlier than the squad you are facing (except for stray weapon crews). If those are guarded you will take heavy losses without doing that much
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No that was not what I said. Even when you land a good flank, you will be crippled earlier than the squad you are facing (except for stray weapon crews). If those are guarded you will take heavy losses without doing that much
This is clearly untrue. Solo squads beat infantry sections and conscripts at close range and 2 squads beat rifle infantry.
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This is clearly untrue. Solo squads beat infantry sections and conscripts at close range and 2 squads beat rifle infantry.
I agree with Moped - being forced to advance into an IS is going to cost at least 1 model their life with the amount of damage those rifles do. IS will beat assgrens almost any day.
And of course 2 squads of assgrens will beat a rifle squad - it's 2v1!
Posts: 320
As Zero and Moped said, you can't advance because of instant model loss. By the time you get close it's far too late. If you do get off a good flank they will either focus fire them or just fallback the squad you are about to shoot at, accomplishing nothing.
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I often find mself using the docrine against the British.
With HMG42 in 0, an ass grens i can skip t1 and go straigth for T2. Furthermore a pioneer+Instant assualtgren will make me able to cap some point very early on, with a HMG42 coming to defend the territory claimed.
Furthermore they are very dedly against brit inf up close.
I then go straith for T2, and replace with Pgrens as main infantry.
The rest of th gae is used to T2 stall, untill tiger. At is done by Pgrens and Pak, while medium armor is coming from offmap stug.
The fuel saved not teching will allow for tiger at the minute i have the CP to call it.
An for this purpose i thin they are fine.
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Currently the name "Ass Grens" suits them, they should literally move up to enemy's ass, sit, and unload their bullets in their buttocks to do decent damage.
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