Hey, im a big fan of the penel squads and they should be changed slightly in regards to the satchel.
When i throw a satchel no amount of micro can get them to quickly move from the blast radius i usaully lose 2 members at the least. Please either increase the throw range or for perhaps 5muni give them an after satchel only oorah for a few secs to clear the area.
Penal Squads messege to relic
9 Sep 2013, 12:48 PM
#1
Posts: 73
9 Sep 2013, 12:53 PM
#2

Posts: 217
Since you are a fan, do you have a specific build order? 

9 Sep 2013, 13:02 PM
#3
Posts: 73
i play 2v2 alot so my build order depends who im playing with but usually i build t1 then penel then get my engie to build fuel point then get conscript and 2 more penels. its not an air tight plan but they can be really good at getting mgs to pack up and can own grens.
9 Sep 2013, 13:42 PM
#4


Posts: 786
they are a suicidal squad so I guess that was intended??
9 Sep 2013, 13:47 PM
#5


Posts: 369
Tbh it's not that hard to get your units away from the satchel charge at all. Provided that you play on a summer map.
In deep snow or a blizzard it's fricking impossible, it even happened that I lose some penal models while retreating because they are so damn slow in the deep snow.
@Peruci: I'm starting to become a fan aswell, in 1v1 I get 2 conscripts, scout car, penal + flamethrower, then get AT nades. After that guards/snipers/medics -> T4.
Always keep a conscript near the scout car to counter German scout cars. Use the scout car to counter MGs. Because of the penal in the scout car I rarely need molotovs anymore, which is great because I suddenly have a lot of extra munis to spend on mines and AT nades to counter the early scout car/halftrack.
In deep snow or a blizzard it's fricking impossible, it even happened that I lose some penal models while retreating because they are so damn slow in the deep snow.
@Peruci: I'm starting to become a fan aswell, in 1v1 I get 2 conscripts, scout car, penal + flamethrower, then get AT nades. After that guards/snipers/medics -> T4.
Always keep a conscript near the scout car to counter German scout cars. Use the scout car to counter MGs. Because of the penal in the scout car I rarely need molotovs anymore, which is great because I suddenly have a lot of extra munis to spend on mines and AT nades to counter the early scout car/halftrack.
9 Sep 2013, 14:06 PM
#6

Posts: 101
Tbh it's not that hard to get your units away from the satchel charge at all. Provided that you play on a summer map.
In deep snow or a blizzard it's fricking impossible, it even happened that I lose some penal models while retreating because they are so damn slow in the deep snow.
@Peruci: I'm starting to become a fan aswell, in 1v1 I get 2 conscripts, scout car, penal + flamethrower, then get AT nades. After that guards/snipers/medics -> T4.
Always keep a conscript near the scout car to counter German scout cars. Use the scout car to counter MGs. Because of the penal in the scout car I rarely need molotovs anymore, which is great because I suddenly have a lot of extra munis to spend on mines and AT nades to counter the early scout car/halftrack.
This has been my recent build order as well. I was screwing around with it in 2v2, and at least it's a fun change of pace to fight the MG spam. I don't get the flamers on them though... one of the downsides of using the clown car is having to get up too close with flamers. I just leave them unupgraded and hit infantry from a range. With good micro, you can pick off units with their good DPS without having to close in (also prevents the manpower bleed of using expensive penals). When facing a unit in a building, I jump out and throw a satchel. It's at least fun when you knock the building down with a unit inside. But yeah, I also have a hard time getting everyone out of the way of the satchel. The throw range is too short.
9 Sep 2013, 14:17 PM
#7


Posts: 786
sounds like a Panzerfaust Feast
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