Penal Battalions
![avatar of Cyridius](/uploads/avatar/6250.jpg?updated=1446089552)
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Just saying.
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It is meant to be used against fixed emplacements but these days I've seen used a lot on squads and even armor.
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Strange.
![avatar of Cyridius](/uploads/avatar/6250.jpg?updated=1446089552)
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I feel the timer is a bit too short .... it results in half the squad dying and giving the enemy no time to react.
It is meant to be used against fixed emplacements but these days I've seen used a lot on squads and even armor.
Yup, I would go as far as to call it overpowered. I'm determined the AOE is larger than what it shows ingame.
My favorite thing to do with them is to put them in an M3, drive at my enemies, throw a Satchel Charge and run away. If they're in a clump, I'm getting at least one squad + another squad's worth of models. It's also a guaranteed kill on emplacements. Quite an amazing tool.
I also have a tactic called the Jihadi Ram where I ram a tank with my T34, drive up with a M3, throw a Satchel Charge and profit.
![avatar of Stonethecrow01](/uploads/avatar/5728.jpg?updated=1372810064)
Posts: 379
Penal Battalion rules
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![avatar of Con!](/uploads/avatar/6160.jpg?updated=1397161837)
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Penal Battalion have a ridiculous damage output from their rifles - like 3x conscripts. Plus flamer upgrade. Plus Satchels rule, as mentioned. Plus you can reinforce them for the same price as a conscript using Merge and they incur no deficit unlike other squads.
Penal Battalion rules![]()
1.9 x damage compared to conscipts actually
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1.9 x damage compared to conscipts actually
Do they actually do double the damage, or do they have lower accuracy or something that lowers their fighting value?
Reinforcing with conscripts will reduce your reinforcement cost by 50%. Very effective. It's a shame with armour value of one (Same as conscripts) penals die to basically everything.
So they can't stand against PG even with better damage?
![avatar of Stonethecrow01](/uploads/avatar/5728.jpg?updated=1372810064)
Posts: 379
Vs PG's they will die as fast as conscripts but you can reinforce them for same cost with merge, plus they do more rifle damage, plus if you have a flamer upgrade the PG's will be unlikely to close with you to do their max damage =)
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![avatar of Con!](/uploads/avatar/6160.jpg?updated=1397161837)
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Do they actually do double the damage, or do they have lower accuracy or something that lowers their fighting value?
So they can't stand against PG even with better damage?
Just used this. Don't know how accuracy factors into it. [GUIDE] COH2: List of infantry weapons by damage per second (DPS)
![avatar of Stonethecrow01](/uploads/avatar/5728.jpg?updated=1372810064)
Posts: 379
-3-4 Conscripts
-Tier 1
-M3A1 with Flamer Engies
-Penal Battalion
-Sniper or Tech to Tier 4 depending on fuel
The Scout Car let's you take field control while you're getting your Penal Battalion out.
I actually don't upgrade mine with flamers till the very late game. It stops you wanting to charge all the time and getting them massacred and it means there is no chance of a flame pack detonating. Once they get vet they obliterate all even with just rifles.
![avatar of Cyridius](/uploads/avatar/6250.jpg?updated=1446089552)
Posts: 627
I refuse to inflict that dull and boring ass SU-85 spam on people(And myself). My way doesn't work as well, but it works enough for me to maintain a high positive win rate.
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