Often wipe multiple squads with satchels? I cant remember ever having wiped more than one squad with satchels in about 1100h COH2. You need to be sloppy with your micro in order to loose infantry to satchels. MG´s and AT-guns are a bit more tricky but even them should not get wiped by satchels if you have a decent level of micro.
On the other hand Volks incendiary grenades are very good because they deny garrions/cover and have no fuse timer. They are also very good vs. mg´s and at-guns. They are everything but weak.
Satchels vs tanks and light vehicles also require your opponent to have bad micro. A well microed tank/vehicle is never going to get satcheld unless it has engine crit.
Incendiary grenades have their uses, but they seem slightly overpriced and have virtually no use against infantry who are not garrisoned.
Ok, it's rare that multiple squads are wiped, but they do have the potential to do so, and you will often see multiple squads crippled by a lucky satchel. Satchels, as someone else here has pointed out, are also very versatile, being useful against vehicles and structures also. I'm just saying they should be increased, to, say, 50-60 munitions?
- Honored Penal buff, before the patch they were one of the worst infantry units (only the flamethrower was good)
- conscripts always sucked
- undeserved Maxim nerf
Players pushed to spam the Penal, because they have no other alternative. I'm really surprised: everyone is spamming, but everyone are crying about what spam is bad. This game is built on spam, and combined arms operations require more skill and less profit.
Couldn't agree more. When I read the patch notes and saw the Maxim nerf, I was confused, 'cos from my perspective as an Axis main, the Maxim was already pretty crappy. It's only buff was an increasing of the field of fire... which actually, was the Maxim's main weakness imo. Take the Vickers, for example... near impossible to avoid its cone of fire unless you do an uberflank and come up from behind.
Luchs range > penals PTRS range
If you kite penals with your luch, they will never ever damage you. And even if you get too close, and the actually start aiming, just quickly reverse back. PTRS aiming time is so long, that you should be able to evade them, even if they start targeting you
Oh, please. An interesting suggestion, but kiting is only really effective against casemate armour if you are circling it. I presume what you mean is reversing such that you are always on the edge of the Luchs' range, but outside the Penals' range. The problem with that, is that it's easy enough to just move the Penals back a little, inside the range of say a Zis gun. Early armour is penned easily and died hard to Zis guns, as would be expected. I can't see this tactic working against any competent player.
My opinion on the optimal solution to the Penal Problem
It seems to be that the best solution would be to moderately nerf Penals' accuracy, while also improving their vet buffs (to the point where they can actually become quite a bit better than fresh Penals in the current patch). Conscripts could simultaneously be buffed, though I think the best way to do this would be to reduce their cost subtly, to reflect that they are predominately an early-game unit (though perhaps they could be given vet buffs which bring them closer to Penals, so they're not a waste of space if they survive to the late-game).
The Maxim could perhaps use a slight buff, but not too much, since it's still a capable MG in the current patch.
This solution would enable Penals to retain some utility early game, and attain potency late game, without making SU players feel like the only solution is Penal spamming. It would also actually bring Penals in-line with the rest of the infantry in this game, 'cos sorry to say it, but in their current state they are overpowered.