Assault Engineers have niche applications and the M10 is good. Not one of the best doctrines, sure, but there are loads of commanders that are worse than this one. See, uh, NKVD Tactics and German Infantry Doctrine.
Don't forget Royal Arty!
Posts: 1063
Assault Engineers have niche applications and the M10 is good. Not one of the best doctrines, sure, but there are loads of commanders that are worse than this one. See, uh, NKVD Tactics and German Infantry Doctrine.
Posts: 3602 | Subs: 1
Posts: 3103 | Subs: 1
Assault Engineers have niche applications and the M10 is good. Not one of the best doctrines, sure, but there are loads of commanders that are worse than this one. See, uh, NKVD Tactics and German Infantry Doctrine.
Posts: 3052 | Subs: 15
I once call a 240mm barrage on Flak Truck and none of the shells hit it, unless the whole sector is crowded with enemies the results tend to be... varying.
Sturmpio reinforce for 32mp, AE 35mp and they scale really poorly compared to Sturmpio. I would prefer AE to armed with M1 Carbine and drop their reinforce cost to like 28-30mp. You can never have more than 1 of them cuz they bleed mp like crazy.
Posts: 2561
yes m10s are op crushers but theyre main opness is being fuel coupons.... when you've had a cutoff fest of a game, theyre invaluable.
+youre underestimating vehicle crew thompson + ass engy tactical control group on the right map. Dont use them on langres, dont use them to charge up. ambush and watch them shred. otherwise you're setting them up to fail.
The arty offmap is tied with mech arty for being the best usf has, except its more situational so i guess the edge goes to mech arty.
well I agree I guess, even though you dont see sturmpios charging up to just about anybody past the early game and doing anything productive either, unless properly positioned and supported. Thats just a grass is greneer on the other side mentality. they reinforce for the same cost and AE's cost less than sturmpios.
Posts: 3052 | Subs: 15
Relic intended them to be used inside vehicles, popping out when in danger to destroy an AT gun or fausting infantry. This idea being terribly niche and more likely to end up with your tanks being driven away by the enemy then to help you in any way.
The situation you proposed is just players trying to make light of a shitty ability. You are almost always better off just investing in bars, and it would be far less redundant if literally any other unit had the upgrade instead of the vehicle crews.
.
Posts: 4630 | Subs: 2
Posts: 17914 | Subs: 8
Well how do you know what relic intended? The squad uses para thompsons and gets above average received accuracy pretty fast.
So my assumption is to use them as more micro intensive rangers. And for the most part it works, they beat just about anything if you don't just for the motherland style them across red cover.
And they're better than bars at extreme cqc, so there's your reason to upgrade one squad with a thompson.
I mean I'd rather have them for combat than a bar rear echelon. Nothing unsolid at all about a 4 rifle captain Thompson crew composition in the late early game.
Posts: 3052 | Subs: 15
Posts: 3052 | Subs: 15
Posts: 17914 | Subs: 8
Posts: 4630 | Subs: 2
Posts: 2636 | Subs: 17
Posts: 2307 | Subs: 4
Posts: 3602 | Subs: 1
Posts: 1890 | Subs: 1
Bulldozer Sherman
With the Volksblob being thrown out of the game, this unit will already become 10x more viable. This unit could benefit from the treatment Brumbar is getting this patch, and you are going to start seeing more of them.
Posts: 919
Kinda curious how does Bulldozer compare vs. Brumbar currently far as AOE profile, etc. goes? Relic seems to have a peculiar blind spot when it comes to doctrinal units when it comes to patches (Lend-Guards Guards getting stuck with crappy retro PPSH, Mechanized Grens with old school super rifle grenade range, Greyhound completely forgotten during light vehicle tweaks, the list goes on...) I mean you would think if Current Bulldozer and Brumbar are similar that the Bulldozer would get buffed as well if the Brumbar does.
Not gonna lie, I've always dreamed of Bulldozing my opponent inside his base on Semois. Summer by blocking off the bridges with the Move Dirt ability lol
Posts: 1063
Your wish is my command: Sadly the sherman is inferior in many aspects to the pre-buffed Brummbar. Ask yourself how many times you see them. I see Brumbars from time to time, sometimes even more than one. The last time I saw a 105mm was as I played it myself about 6 month ago.
Here are the stats, Sherman always first, then Brummbar:
Armor front: 200 / 260
Armor rear: 80 / 105
Healthpoints: 720 / 800
Speed max: 5.3 / 5.7
Damage: 160 / 160
AOE far: 3.38 / 3.75
AOE near: 1.13 / 1.25
Penetration: 35 / 120
Deflection: no / yes 50% damage
turret: yes / no
Scatterdistance: 4.8 / 2.5
Reload: 7.13 / 8.38
Manpower cost: 380 / 470
fuel cost: 140 / 160
Population 14 / 14
All stats not listed are pretty much the same. As you can see Sherman has three advantages: has turret / shoots about a second faster / cost less ressources
So while Reload, AOE and ressource cost of Brummbar will get buffed we hear nothing about 105mm which is pretty much inferior to the pre-buffed Brummbar combat wise. Less durable and especially its scatterdistance is awful. Sherman is more a specialist than the Brummbar because its purely AI (Brummbar can do something at least and has additional stun shot as a vehicle snare) but it performs worse when it comes to AI. Thats just silly if you take into account that it is locked behind a single commander in this game.
I personally think buffing Brummbar is the right thing, but please do not forget poor Sherman 105mm. At the moment I would always take the more versatile normal Sherman with its decent HE shells.
...and please put M10 + 105mm in Major Tech. Can't understand why they are still Call-ins.
Posts: 1890 | Subs: 1
Here are the stats, Sherman always first, then Brummbar:
Armor front: 200 / 260
Armor rear: 80 / 105
Healthpoints: 720 / 800
Speed max: 5.3 / 5.7
Damage: 160 / 160
AOE far: 3.38 / 3.75
AOE near: 1.13 / 1.25
Penetration: 35 / 120
Deflection: no / yes 50% damage
turret: yes / no
Scatterdistance: 4.8 / 2.5
Reload: 7.13 / 8.38
Manpower cost: 380 / 470
fuel cost: 140 / 160
Population 14 / 14
Posts: 8154 | Subs: 2
137 | |||||
63 | |||||
5 | |||||
206 | |||||
23 | |||||
16 | |||||
10 | |||||
5 | |||||
4 | |||||
2 |