New Wehrmacht Jäger Infantry
Posts: 1217
I'd like to discuss the new Jäger Infantry doc and especially the new 5 men Jäger squads.
Are they 5 men Grenadiers or do they have different stats or vet?
So far I only used them once and was quite satisfied since the redesigned doctrine seems to fix the core issues about Wehrmacht infantry such as small squads (which now can evade and hide at the same time due to sprint) and expensive upgrades.
So far I only noticed that the Jägers have a smoke grenade which is much appreciated and camo from the start.
Any experiences so far?
Posts: 2636 | Subs: 17
- 3 grenadier G43s (as opposed to 2)
- Flares as opposed to Medkits at Vet1
- Passive healing at Vet2
- Smoke nade
- Come with camo and G43 already upgraded
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Posts: 246
The faction suddenly performs as it should now that it has five-man squads available to it (Jaeger squad & new Artillery Field Officer).
Of course, these are crutches, and the four-man Ostheer squads are still trash compared to all other factions in the game, but at least now Ostheer can stand a chance and punish retards who just literally rush directly through open fields without using any line of sight blockers, cover, or anything else tactical.
Now if only the 222 were to actually become an armored car, Allies would actually have to put effort into the game at long last.
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Posts: 818
The smoke nade on these guys is really nice too but not too strong if your just gren spamming(better with pgren support), and like the volk stg, now everybody has smoke nades
In retrospect it seems like they realized 4 man squads are a bad idea after ostheer since everybody else has 5-6 man options. If grens/pgrens "performed" the same but resisted wipes like 5 man squads wher could go from being the worst to the best faction.
Posts: 246
If grens/pgrens "performed" the same but resisted wipes like 5 man squads wher could go from being the worst to the best faction.
Which is exactly why the new Artillery Field Officer is so good. Five models + 0.9 received accuracy = a unit that can actually stay in combat long enough to accomplish something.
By comparison, four-man Ostheer infantry squads without reduced received accuracy are an utter joke, with the first model dying immediately upon engaging literally any enemy.
Posts: 871
Which is exactly why the new Artillery Field Officer is so good. Five models + 0.9 received accuracy = a unit that can actually stay in combat long enough to accomplish something.
By comparison, four-man Ostheer infantry squads without reduced received accuracy are an utter joke, with the first model dying immediately upon engaging literally any enemy.
What kind of funky drugs are you on? Must be a pretty sweet hallucination trip you are on
The unit is really good. If Ost had that instead of Grens it would be rather op.
Posts: 13496 | Subs: 1
The commander ability is rather weak with very limited impact (CP 3 limited to 1).
Posts: 37
The unit is really good. If Ost had that instead of Grens it would be rather op.
It loses to a LT that you get for free
Posts: 246
What kind of funky drugs are you on? Must be a pretty sweet hallucination trip you are on
The unit is really good. If Ost had that instead of Grens it would be rather op.
Now re-read what I wrote.
Five models + 0.9 RA = great call-in unit.
Four models + full RA = garbage baseline unit.
If baseline Ostheer units had EITHER five models OR better RA, they'd probably be viable.
But they have neither, making them utterly incapable of ever actually participating in combat for longer than three seconds.
These new five-man squads show beyond a doubt how crippled Ostheer is compared to all other factions in the game. And UKF is a bloody joke, when they literally also get four-man squads but those squads do obscene damage while in cover (strictly better than Ostheer) and can have five models on top of that.
Posts: 2636 | Subs: 17
Now re-read what I wrote.
Five models + 0.9 RA = great call-in unit.
Four models + full RA = garbage baseline unit.
If baseline Ostheer units had EITHER five models OR better RA, they'd probably be viable.
But they have neither, making them utterly incapable of ever actually participating in combat for longer than three seconds.
These new five-man squads show beyond a doubt how crippled Ostheer is compared to all other factions in the game. And UKF is a bloody joke, when they literally also get four-man squads but those squads do obscene damage while in cover (strictly better than Ostheer) and can have five models on top of that.
Both Jaeger Infantry and Grenadiers have 0.91 RA.
Posts: 246
Both Jaeger Infantry and Grenadiers have 0.91 RA.
Then the RA isn't enough by itself after all (or there's a bug).
But I think it's fairly obvious to everyone right now that the new five-man Ostheer squads are now mandatory, or else you're handicapping yourself, and that OKW is simply more effective because it has five-man baseline squads.
At the end of the day, stayability decides pretty much all engagements, your ability to use call-ins, your ability to flank, everything. Ostheer has none.
Posts: 2742
4 man squads can only lose one model before crewing "wipes" the squad.
Ostheer tends to rely heavily on team weapons.
Ostheer tends to struggle with field presence.
Having an hmg or pak decrewed in a fight is pretty much a death sentence for ostheer unless they manage to win the whole engagement. But even so if there's no 221, ostheer has to reinforce their army twice.
Which leaves them in the slow death spiral of trying to recrew weapons before the next wave of freshly healed and reinforced allied forces.
Posts: 2307 | Subs: 4
Then the RA isn't enough by itself after all (or there's a bug).
But I think it's fairly obvious to everyone right now that the new five-man Ostheer squads are now mandatory, or else you're handicapping yourself, and that OKW is simply more effective because it has five-man baseline squads.
At the end of the day, stayability decides pretty much all engagements, your ability to use call-ins, your ability to flank, everything. Ostheer has none.
Don't be so dramatic, Ostheer is in a better spot now than they were before the patch.
Ostheer is based on combined arms and support weapons. If you want strong mainline infantry blobs play another faction.
Posts: 818
4 man squads using 3 guys to recrew support weapons does suck though.
Hopefully next patch the 251 can be improved so its more useful without the flamer, that would proably help the faction be more aggressive with the support weapons in the mid game, when they have no light tank to rely on.
Posts: 1002 | Subs: 2
But I think it's fairly obvious to everyone right now that the new five-man Ostheer squads are now mandatory, or else you're handicapping yourself, and that OKW is simply more effective because it has five-man baseline squads.
"It's obvious to everyone..."
- Person that is saying something that is not obvious to everyone because it is probably not true
Beyond that, I'd say that OKW is more effective for many reasons other than the fact that they have 5 men squads
Posts: 246
Team weapons take 3 models to crew.
4 man squads can only lose one model before crewing "wipes" the squad.
Ostheer tends to rely heavily on team weapons.
Ostheer tends to struggle with field presence.
Having an hmg or pak decrewed in a fight is pretty much a death sentence for ostheer unless they manage to win the whole engagement. But even so if there's no 221, ostheer has to reinforce their army twice.
Which leaves them in the slow death spiral of trying to recrew weapons before the next wave of freshly healed and reinforced allied forces.
This is one of the triad of blatant Ostheer design failures.
- DPS: Four-man Ostheer squads lose a quarter of their damage immediately upon the start of every engagement.
- SURVIVAL: Four-man Ostheer squads get wiped by explosives all the time, and even two bloody huge patches with model spacing "fixes" haven't stopped this, while Allied infantry still enjoys being so spread out that a single Rifleman squad can take up the space of four Grenadier squads and be practically invulnerable to grenades.
- CREWING: Four-man Ostheer squads can't crew anything after even the shortest of engagements.
Four-man squads have been a handicap forever and continue to be so. Now we're given a handout in the form of five-man call-in units, which serve as mandatory crutches.
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