As much as I like the capping power of cons, it seems rushing t2 is the safest bet for the long run, or going fast scout car into guards/sniper. A shame, cause' going heavy t2 is kinda monotonous albeit it is safe and less mp bleeding apart from initial unit costs. |
I'm having trouble getting my money's worth with regards to using conscripts against OKW. Both volks and sturmpios seem to reliably fight back cons, and scale better against them in the long run, which makes maintaining conscripts cost-inefficient into the late game. Unless I go 5-6 cons it's hard to make them have a presence, but if I do that I run the risk of the enemy going MG-34s or Obersoldatens and making it even more harder for me to get around and get my money's worth. Getting conscripts to supplement a fast t2 build seems redundant since maxims are 6 models, 240mp, 15mp to reinforce, can supress, and can stay on the field longer. A t1 build with cons seems sort of viable due to the lack of AT but I feel the mp can be better spent on snipers and guards or even going back to t2.
Don't know if I'm doing something wrong; so I'm gonna need some input. |
Thread: Button12 Aug 2014, 14:20 PM
Button's fine as it is; it costs 75 muni for dps and 40 munis to activate. Smoke and panzer tactician completely negate it. It's only good if your guards are close to a vehicle, if you do it at max range the unit its buttoning will likely go past the ability's range and break it. PTRs do questionable damage and have very bad aim time when not in a scout car, so most of the time you need another unit to dish out damage if you're fighting anything heavier than a 222 or halftrack. |
Heal ridiculously fast while in combat, take less damage, and the enemy can't pick it up? Kinda broken me thinks. |
I just recently played a game where a guy just held off my cut off with 2 pioneer squad and 2-3 grenadiers early game. This wouldn't normally be a problem, but he called in medic drops early on. Course' I can't pick them up and I know that, but what alarmed me more was that the rate of healing and defensive bonuses he gained. His units continued to heal during battle and stopped losing models despite engaging 4 conscripts. He called in another medic drop to continue this freak buff and healing. It would be neigh impossible to break through the line without snipers or something that can guarantee model losses. I know Wehrmacht is in a difficult spot right now, but this is not a minor oversight and it needs to be looked at.
Replay |
A longwinded and clutch victory, lots of dead people and vehicles.
I thought snipers would counter grens but turns out en massed grens counter snipers. Maxims were the way to go. I never knew going just tier 1 as Wehrmacht was viable.
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Damn, could of saved $4. But saved $12 on Wolfenstein: The New Order. Not an entire loss I suppose. |
Whenever I am having a bad day, I look at this picture. It keeps me going. |
Commanders are good; the Lend-Lease guy feels a bit too versatile when compared to other Soviet commanders. It has great abilities, is able to supplement T3, and get the Dshk. Receiving the Sherman at 9CP I think makes the commander sort of nominal, as it's late in the game, and probably won't be super effective unless supplemented with T4 or AT guns.
The Ostruppen call can-in for the Mobile Defense Commander is very risky because one time I received 2 vet zero Ostruppens with no weapons, and another time I received 2 vet 2 Ostruppens both with MG42 lmgs. I know they were trying to go with an off-map battle group thing, but paying 500mp is quite risky.
Critical analysis aside; I like free stuff, and this update has made my week. |
Hold-fire on tank destroyers and the pak43 is a really nice touch-up, maybe they'll add it for anti-tank guns soon? |