Mirror matches would be amazing and inject a lot of new strategy in the game. Instead of having to know 3 strategies per army as Axis or 2 as Allied, you would have to play completely differently depending on who you are playing.
Imagine USF vs USF... the game could truly go any way depending on player skill.
My only worry with this would be big team games tbh |
Both factions with t0 MGs don't really have the capability for fast map control and aggressive infantry play. They can defend better early game but can not attack. |
My Sov rank is only 160 but I find it easier to use maxims against okw than try and deal with them as the okw. Maybe it's just a playstyle thing but I just find 1 con into maxims into guards into double t70 good. |
This is never happening but it would have been neat if okw troops/vehicles/weapons acquired only weapons and abilities through veterancy and had 3 upgrades each that costed fuel and gave cosmetic changes
So Volks would have like assault training upgrade for 15 fuel that increases rifle accuracy and cooldown/range of grenades, envelopment training that gives passive sprint and increases sight range for 15 fuel, and maybe like defense training that decreases received acc for 15 fuel.
Nade would come at vet 1, shrek at vet 2.
this would be balanced because okw would sacrifice teching and vehicles for pure quality, while also being more flexible because you specialize parts of your army in one thing to match your playstyle. Free upgrades wouldn't be OP on units that don't have fuel upgrades, and would give okw more opportunity for offmaps and abilities/defenses |
Your weak to initial pure infantry spam like a 5 gren build or 5 volks. But the one issue I have with the above BO is the fact that one or two Snipers would push you off the map. If your going to use a infantry strategy you need to make sure you have the means to deal with possible Snipers fast, hence LT tech. Plus M20 and AA track have greater synergy with your tanks that come later because mines and keeping AT infantry at bay. If you rush Shermans against Ost but you feel as if you need the captain and his tech, feel free to back tech.
Against okw feel free to go Captain though, Stuart is very effective against them. One trick I like to use is to activate Captains supervise production ability as soon as he comes out and get racks and ambulance very quickly. |
I see what you mean now. Very cunning. |
That bulletins not good though, 1 240mm shell or sniper shot would still kill a model with that armor value. |
The entire company is predicated on an aggressive and mobile strategy: the most aggressive and mobile US units are Riflemen and Shermans. It's definitely a Rifle centric commander (contrasted with Infantry Company, which is based around more static play hence the name.)
In canon Rifle Compaby is probably meant to represent the most experienced infantry company (usually 1st Company) with an attached high end EZ8 platoon and nearby mortar teams to bolster the battlegroup the player controls ingame. |
The Perfect Race
-All German Infantry units gain 100% accuracy with all weapons, 500 HP, +1000% sight range, 500% ability range, -100% ability cooldown, and passive sprint at all times.
-All German infantry models replaced with Stormtroopers for OKW and Obersoldaten for Ostheer.
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Just put mp40s into shrek upgrade, mp40s with con ppsh like stats |