Partisans (The Commander That should have received a rework)
Posts: 53
How Effective are partisans in 2018?
Admittedly , partisans are not really good even as a fun (non-meta) commander to play. Heck osttruppen doctrine (german equivalent) got a commander rework & not partisans. Today, the same problems that partisans faced back in 2013 still plague it to this day. Partisans are super squishy & lack the heartiness to survive in today's meta & can cause serious manpower bleed as they cost 26 manpower to reinforce were as conscripts cost 20 manpower (and are arguably more versatile than available partisan variants). There is no real incentive despite the vetrancy to keep the partisans alive for long. The Squishiness allows for axis players to chase them down effectively causing a vet 3 partisan to go down to something like a 222 when retreating.How they currently are designed, partisans are essentially a cheap ineffective shock squad. The AT Partisans are alright however because they are partisans means they are super squish when facing the likes of german medium & heavy armor which is not good for they are designed to fight them. If you don't combine mark target or another AT-Partisan to focus a single armor unit chances are its going to walk away alive with a damaged engine while you are having to run away as your partisans were only able to give off a rocket each while suffering losses. Against Axis light armor its not really a problem unless its a Panzer 2 or a Flamer Halftrack with the flamer upgrade which will shred the partisans. Even kubels can drain AT-Partisans effectively before they could close the gap and toss a AT-Grenade or even shoot their panzerschreck. Also partisans (both variants) have no vetrancy 1 bonus which is bad compared to all other units.
How can we buff partisans?
1.) Increased Health & Armor so they dont die to fast
2.)Perhaps equip partisans with Demo Charge to counter OKW HQs or to counter axis fortifications (keeping in line with Disruption Tactics).
3.) Allow for AT Partisans to upgrade to a 2nd Panzerschreck for a 45 munitions upgrade to increase their combat effectiveness in the late game similar to a weaker Panzergrenadier (usually you'll want 2 AT Partisans to counter 1 medium / heavy vehicle in combination with mark target to be effective).
4.) Perhaps give them a 5th model at vetrancy 3 to encourage players to keep them around for longer than 5min
5.) Allow for ventracy 1 bonus to be out of combat healing to allow for increased time behind enemy lines or to be self sufficient as Partisans are an early game commitment which can leave you without the medic upgrade due to manpower bleed
6.) Allow partisans at battle phase 4 to have the ability to upgrade to have 1 mg42 similar to osttruppen upgrade
7.) Lower partisan renforce cost to 20 similar to that of a conscript (unless you give them buffs (health, armor, weapons, and etc) which would make them more feasible of a unit to play more often)
8.) give ambush camouflage attack bonus which would allow for more ambush plays (currently they have only camouflage and no attack bonus when they attack first out of camouflage
9.) Add MP44 Partisans os that they would be an effective Mid-Range unit compared to PPSH Partisans
10.) increased Late Game Versatility
It's been 5 years relic please give this commander some love ❤︎❤︎❤︎❤︎❤︎❤︎❤︎❤︎❤︎
Partisan Veterancy Stats
Partisans - SMG
Veterancy 2
-40% Recharge on Molotov
+20% Armor
-25% Cooldown
Veterancy 3
+40% Accuracy
+25% Range on Molotov
Partisans - LMG
Veterancy 2
-40% Recharge on Molotov
+40% Accuracy
Veterancy 3
+30% Armor
+20% Accuracy
+25% Range on Molotov
Partisans - Rifle
Veterancy 2
-40% Recharge on Molotov
+40% Accuracy
Veterancy 3
+30% Armor
+20% Accuracy
+25% Range on Molotov
Irregulars
Veterancy 2
-40% Recharge on RG-33 Grenade
+40% Accuracy
Veterancy 3
+30% Armor
+20% Accuracy
+25% Range on RG-33 Grenade
Partisan AT - Panzershrek
Veterancy 2
+20% Armor
+10% Penetration
+30% Accuracy
Veterancy 3
+10% Accuracy
+30% Armor
-20% Reload
Partisan AT - PTRS
Veterancy 2
+20% Armor
+10% Penetration
+30% Accuracy
Veterancy 3
+10% Accuracy
+30% Armor
-25% Cooldown
Posts: 2243
Posts: 17914 | Subs: 8
they are so cheap that most players let them do their job and let them wipe.
That's a testament to their usefulness after initial call-in, not their "cheapness"...
Also, there are only ppsh partisans and p-shreck partisans, I can't see why more were listed.
Posts: 2243
That's a testament to their usefulness after initial call-in, not their "cheapness"...
Also, there are only ppsh partisans and p-shreck partisans, I can't see why more were listed.
after killing a 130-225 fuel tank wit only 200mp...far behind enemy lines...you can lose them anyway by this cheap price tag. they will die anyway on the whole retreat through enemy lines. with the time you can set other usefully commands...yes.
or did u expect that they will not die on retreat while must run mostly near your whole armys?
Posts: 17914 | Subs: 8
after killing a 130-225 fuel tank wit only 200mp...far behind enemy lines...you can lose them anyway by this cheap price tag. they will die anyway on the whole retreat through enemy lines. with the time you can set other usefully commands...yes.
or did u expect that they will not die on retreat while must run mostly near your whole armys?
Oh there is definitely value in AT partisans, no arguing that, its the AI variant that isn't good for anything despite all the buffs it got.
Posts: 2243
Oh there is definitely value in AT partisans, no arguing that, its the AI variant that isn't good for anything despite all the buffs it got.
thats the thing: you dont must drop your smg partisans so far behind enemy line that they would die while retreat: they are very good to flank mgs/ mortars and than retreat. mostly like that:
drop them from house > throw grenade on teamweapon > kill last model > retreat
this need only 3-4sec and give mostly no reaction time for enemy. its to late to realize that.
after you lost many thing to tthem...u decide to destroy all houses....
Posts: 1096
thats the thing: you dont must drop your smg partisans so far behind enemy line that they would die while retreat: they are very good to flank mgs/ mortars and than retreat. mostly like that:
drop them from house > throw grenade on teamweapon > kill last model > retreat
this need only 3-4sec and give mostly no reaction time for enemy. its to late to realize that.
after you lost many thing to tthem...u decide to destroy all houses....
But the problem is that once they lose the initial element of surprise they are pretty much worthless as frontline units. A simple munitions upgrade that can only be done in friendly territory and boosts health/armour would help them stay relevant.
Posts: 2358
Posts: 13496 | Subs: 1
But the problem is that once they lose the initial element of surprise they are pretty much worthless as frontline units. A simple munitions upgrade that can only be done in friendly territory and boosts health/armour would help them stay relevant.
Partisan have 80 health as other entities.
Since the have cloak and elite an grenade they are not be used a "front-line" unit but as an ambush/recon/support unit especially since they also have access to mines.
Finally keep in mind that Partisans are one of the few unit that does not pay a premium for being able to spawn from ambient buildings, any buff they might receive would have to come with an increase in their price.
Posts: 1044 | Subs: 1
Also add female models back
Posts: 2243
Posts: 1605 | Subs: 1
Tactics are simple:
1) You spawn them behind enemy lines
2) Decap some point
3) Stay in camo and wait for capping squad to come
4) Ambush the capping squad and force it away, because without need to close the gap they should survive long enough to deal enough damage
This implementation should be quite useful (well at least on some maps) and really authentic. Opponent should dedicate extra forces from frontline in order to force your partisans back to base (or wipe them out) - just as it was IRL.
Posts: 5279
I wouldn't be opposed to having them upgrade for free into Smgs so they are not as cheesy and remain cheap but get some sort of buff. An ambush bonus would be nice, an offensive one that improves the ppshs would be out of question but one that inflicts a debuff on the enemy (accuracy?) or buffs their own durability slightly would be interesting. I don't think they should stand up in direct combat, they are not assault units nor should they be. We need more varied roles for infantry types and less WFA style "one unit can do quite literally anything" design
Posts: 53
Commander Ability : Partisan Support Package (Command Point 0)
Includes Radio Intercept (Passive Ability) (Command Point 0)
Includes ZI-6 Transport Truck (Command Point 0)
Requisition trucks from the motherland to help transport partisans
behind enemy lines faster
Must be built from Special Rifle Command Building
200 Manpower 10 Fuel Cost
15 Munitions to Drop Supplies
Includes Spy Network (Command Point 6)
50 Munitions to Activate
Must be activated in HQ
Commander Ability : Partisan Squad (Command Point 1)
4 Man Partisan Squad
Relic bring back female partisan please
Commander Ability : Tank Hunter Partisans (Command Point 2)
4 Man Tank Hunter Partisan Squad
Commander Ability : For The Motherland (Command Point 6)
Cost : 60 Munitions
Commander Ability : Mark Target (Command Point 6)
Cost : 60 Munitions
Give partisans the ability to upgrade to more armor and health for 40 munitions. Battle Harden Training.
Posts: 4474
Posts: 1527
Permanently Banned
But the problem is that once they lose the initial element of surprise they are pretty much worthless as frontline units. A simple munitions upgrade that can only be done in friendly territory and boosts health/armour would help them stay relevant.
So the new stormtroopers will almost be useless as frontline units as well, since dps profile is similar? You're supposed to run them up the sides of the map so they don't get spotted and park them in cover, hopping from cover to cover the get behind the enemy lines and maximize dps output in a short amount of time, retreat, rinse & repeat. Camo units are NOT frontline units, or at least they need to be supported or support other frontline units.
Posts: 1527
Permanently BannedPosts: 833
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