How to deal with Sturm pios ?
Shoot them.
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How to deal with Sturm pios ?
Posts: 2307 | Subs: 4
How to deal with Sturm pios ?
Posts: 143
Posts: 2307 | Subs: 4
But how?
If I play soviets, I'm in a map, say the Crossing in the Woods ok?
If I start up with either cons or penals, and he decides to rush in the point near my base (we all know what point I mean, it's the one they always rush to).
Flank left is suddenly blocked since I cannot beat a sturm with any of my units, and right flank is probably stuck as well since I cannot beat any volk blob I will be facing.
Which leaves me with no other choice than to wait until I can blob 2 to 3 conscripts myself.
By that time the guy would have made me lose enough time to not have map control and else he safely controls one of the fuel.
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Posts: 3602 | Subs: 1
Why is this thread still up?
So much just complete bullshit in this thread.
"Sturms are a free unit"
No, you pay for every starting unit out of your starting manpower. That is why Soviets start with 60 more manpower thank OKW. You will get out more units than them faster.
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You have an engineer, you can get your cons out before the sturms reach the point. Use them together, they will win.
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If I remember well, OKW has been given more manpower at start. If what you say was true the difference would have been 130mp difference (if I'm not mistaken Su engineers cost 170mp).
OKW early game has been artificially improved, reducing Sturm price and increasing it stats and giving more MP at start to "compensate the new trucks cost". It was a good move before removing the faction penalties. Now this is just a free win never lose early game situation.
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"Also LUL at Sturms beating Commandos. If only you would have actually tested that..."
Do they teach reading at elementary school?
4 man vet 2 Sturms beat 4 man commando squad when I tested it 2 out of 3 times. The RNG probably depends on the bugged ambush bonus, hence if the 1 commando model with ambush dies the Sturms win.
"A: suddenly sturmpio's have vet 2 at the beginning of the game.
B. perhaps the issue is related to the person using the commando's....."
Commandos are 3 or 4CP, hence vet 2 is a realistic test.
Test was merely in the open at short range so no user involvement at all.
I do wonder what other 'mental' gymnastics need to be used for a starting unit to be almost as strong, and to scale better, than the UKF's elite doctrinal infantry.
Another test, both vet 0 in the open at medium range. Sturms beat 5 man commando squad losing 1 model! So much better at medium range and better with some vet at close range.
Another test, vet 0 sturms in light cover, 5 man commandos close, and lose. Sturms losing 2 models.
#balanced
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Posts: 500
"Also LUL at Sturms beating Commandos. If only you would have actually tested that..."
Do they teach reading at elementary school?
4 man vet 2 Sturms beat 4 man commando squad when I tested it 2 out of 3 times. The RNG probably depends on the bugged ambush bonus, hence if the 1 commando model with ambush dies the Sturms win.
"A: suddenly sturmpio's have vet 2 at the beginning of the game.
B. perhaps the issue is related to the person using the commando's....."
Commandos are 3 or 4CP, hence vet 2 is a realistic test.
Test was merely in the open at short range so no user involvement at all.
I do wonder what other 'mental' gymnastics need to be used for a starting unit to be almost as strong, and to scale better, than the UKF's elite doctrinal infantry.
Another test, both vet 0 in the open at medium range. Sturms beat 5 man commando squad losing 1 model! So much better at medium range and better with some vet at close range.
Another test, vet 0 sturms in light cover, 5 man commandos close, and lose. Sturms losing 2 models.
#balanced
Posts: 2307 | Subs: 4
I think it's backwards to say "Just 2v1 the STP squad" then you say "IGNORE THE SQUAD IN A BUILDING". You are aware he's stalling for his kubel + volks so that he can destroy you right? A good okw's plan is to just sit his STP's in heavy/buildings, deny you fuel, and wait for his kubel to snipe you at max range.
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Man you never even play OKW, maybe get some perspective before you claim it is impossible to beat the first engagement. I will play you if you want, you can even use the OP sturms.
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If I remember well, OKW has been given more manpower at start. If what you say was true the difference would have been 130mp difference (if I'm not mistaken Su engineers cost 170mp).
Posts: 2307 | Subs: 4
Ad hominem attack because of lack of arguments. Sad.
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They shouldn't start out with such a good unit given they no longer suffer income penalties.
-Strongest mine in game (non-doctrinal).
-Barbed wire that can't be crushed by light vehicles.
-Great firepower.
-Vet stun grenades.
-medic supplies.
Made sense in the old OKW, not like this.
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1.I believe the OKW mine is the same as the SU mine(stat and cost-wise).
2.They changed it to regular barbed wire, it just looks the same as before
3.Only at mid range.
4.Yeah, they are arguably the second best grenades in the game(Commandos grenade/mini satchel is boss).
5.I rarely if ever see this used, kinda a forgotten/overlooked ability.
Things to consider though, unit is 300MP and 30-32MP to reinforce. This unit is the only decent combat unit for OKW until late game, expensive Obers(non-doc).
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Maybe I don't understand something, but why top-engineer unit (fastest reapair speed + repair upgrade) is also such a good close and middle combat unit, which is able in T0 and works, as first unit of OKW? Isn't that too much for just one "engineer" unit?
I know, that it cost a lot (300 MP), but it is also questionable point - soviet sturms costs 390 MP (and 2 CP doctrine), and they are only better, than sturmpios in close, and lose in mid-combat, but they can't build, repair put medboxes and do a lot of other stuff. Why sturmpios are so universal!?
Engineers of all other factions are 10 times worse, they usualy can't into effective combat, like soviet or ostheer engineers, rear echelons are totally broken and only able to carry zooks and lose them, nobody cares, that "Volley fire" doesn't work right. Only UK's engieers can be same good, as OKW's, but even they need for that UK's T3, side upgrade and 70 muni on repair pack + 1 MG + armor. OKW engineers are dangerous from the very start, and that's not normal.
I suggest to save their cool repair abilities, but cut their firepower by giving them another guns from start. Maybe MP-41 (should be little better, than loosy MP-40), maybe MKb 42. with way lesser accuracy on them... I think it's possible to find some options here.
And also I suggest to give to Sturmpios upgrade, which will be able after T1. With that upgrade they will get back their STGs, but will lose all abilities to repair and build and will turn into normal close-mid combat unit. And maybe - give them HP boost with upgrade, for to make them more effective in that.
So, OKW will be free to choose between engineer unit and close combat unit. It's really more, than all other factions have.
P.S. Why not to give to ALL engineers of all factions upgrade, which will boost their repair abilities? Because Ostheer, Soviet and US engieers are veeeeery slow in repairing. In late that slowness make hurt you hard.
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