Assault Grenadiers
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An m3 with a flamer unit on it.
And if going Tier 1?
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And if going Tier 1?
tier 1 is the m3 clown car and upgrade engineers with flamer
Posts: 525
And if going Tier 1?
ill asume you said t2
well the answer would be dont go t2, but still they are vulnerable to suppresion and mortar fire,it is a bit risky since they can grenade them both, t2 is a more defensive aproach, while t1 is a more agresive one. by the time you see assgreen you havent even built a strutcture yet.
Posts: 32
So, I was wondering if these guys have some weaknesses to exploit. Right at the start of the game, I find them difficult to deal with.
Hiding in buildings works well too. Their MP 40s don't do much to units in garrison. If they throw grenades, just pop out and be thankful they just wasted 60 munitions. Like others have said, they have no AT capabilities can be be overrun by a simple scout car at range. They cost 32 MP to reinforce so doing damage to them makes them costly.
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If you get conscript PPSH's and Hit the Dirt, I find one squad with a well placed molotov right at the beginning can take them out with some luck.
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To be honest going Tier 1 is risky move, since players who tend to use assault grens rush Tier 2 now. This allows them to rush a scout car to destroy any clown cars, which destroys the purpose of T1. My advice is if you go Tier 1, you need the doctrinal at gun or guards on the field and even this is unreliable because they can get a scout car before you reach 1 cp. Going Tier 1 can make the player very vulnerable, also going T2 isn't that bad. The german player most likely skips T1 so this allows maxims and motors dominate the field. Plus you have a reliable at gun as well.
At the moment, Tier 1 just isn't very good for the soviets. The penal troops aren't effective for the cost and the M3 has a pitiful MG mounted on the front and back.
Posts: 337
Just play smart with conscripts. They are cheaper than AssGrens, so you can't expect to beat them 1on1. Conscripts are much better at range though, so you can force AssGrens to charge your position where you can bring in another conscript squad.
Move away or enter a house (but not retreat) from Assgrens any time it's a 1on1 situation.
Assgrens are also not too useful in buildings due to their poor range, so take advantage of that.
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My general impression is that building hugging makes assault grens waste a lot of time, which is kind of bad if you only have a couple of capping units and expensive as hell grenades. Similarly going either Tier 1 or Tier 2 reasonably early in theory at least should give you an edge against the assault grens. Alternatively, shocks rip them a new one.
I've not played against the assault grens -> T2 build since the patch, and my approach with that doctrine is assault grens/tier 1/shrektrack + tech based on what the Soviet player shows.
Posts: 525
ill asume you said t2
well the answer would be dont go t2, but still they are vulnerable to suppresion and mortar fire,it is a bit risky since they can grenade them both, t2 is a more defensive aproach, while t1 is a more agresive one. by the time you see assgreen you havent even built a strutcture yet.
I meant to say Tier 2,sorry
Posts: 32
Since Armoured Cars are 25 fuel again, I think they're actually not that big a deal if you also have conscripts + AT nades. If you can trade the M3 for the upgunned AC, that's always a good deal and one scout car won't cover the whole map if there are no fausts.
My general impression is that building hugging makes assault grens waste a lot of time, which is kind of bad if you only have a couple of capping units and expensive as hell grenades. Similarly going either Tier 1 or Tier 2 reasonably early in theory at least should give you an edge against the assault grens. Alternatively, shocks rip them a new one.
I've not played against the assault grens -> T2 build since the patch, and my approach with that doctrine is assault grens/tier 1/shrektrack + tech based on what the Soviet player shows.
Laying early mines also helps quite a bit as you can usually gimp 2-3 men in a squad with a solid hit. The M3 with upgunned guards seems to do the trick as well as it can mow down assgrens fairly easily and can also defend against scout cars. When you get the overdrive ability is when the M3 shines.
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Start with 4 Cons and Molotovs. Don't be too aggressive. Keep your cons together and don't get pushed off entirely. If you manage to preserve enough manpower, consider a Fuel OP. Then go T2, but don't build anything out of it yet. You want to get to T3 fast, but you'll need T2 for the Pak. Then T3, T70, Pak, T34s.
As for Commander, I always use GR Combined Arms for any 4 Conscript Build, but anything with PPSh's will do.
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