Thompson paras are amazing, i tried them the other week and got 16 kills by flanking a bunch of support weapons. They have basically the highest mid/close range dps in the game, 6 models and a grenade.
M1919s are good if you cant get close. If you use them firing while stationary does 4 times more damage than firing on the move, so stop to shoot. They also need to use the suppressing fire ability as the rest of their vet isn't great, but with that ability they win almost every fight.
M1919's are nothing special though since you can get an lmg commander and build more of them.
This is one of the most popular commanders in team games so I would be vary wary of buffing it.
Not least due to the bunker spamming issue that plagues 3v3/4v4 and costs 0 pop cap.
Add pop cap to Axis/USF bunkers first then we can look at potential buffs and changes.
It is unreliable in any game because if your opponent has a good team they will be able to bomb the pak 43 or lefh. This commander should be able to add more to a strategy than just units that get instawiped by an off map if your opponents take the game seriously. I have never seen reinforcement bunker spam or medical bunker spam, and certainly don't think having a different Axis player build med bunkers will make a tangible impact on an allied players strategy. I think it is a middle of the road commander right now mabye 5/9, but more importantly many players like trying different build orders and strategies which can add to how much everyone enjoys the game.
Doesn't Lieutenant have the .50 cal, m20 and AA HT? You say that both the .50 cal and m20 are good, so what exactly is your confusion?
Woe is to you, you get a free unit that can have a bazooka, what exactly do you want it to have when it comes @ 3 minutes into the game, rail rifles?
LT tier has the stuart not the AA ht
Lt gets grenades so hes a bit of a better fighter than captain, but he has less impact b/c you don't get the bar without research
It is in kind of a tough spot though, really just because you need the ATG late game many times so I think this tier is best with some kind of commander help like airboure, rangers for bazookas, call in vehicle so you can get lt and cpt with a light vehicle.
Probably doesn't need changes though, you have 3 good units and a stuart, thats the only unit that might seem a bit weak
I agree, the concrete bunkers do go well with the theme and the current Pioneer build ability is pretty situational. For a medical forward retreat point and repair point I think that overlaps with the trucks. OKW has fancy options for repairs/healing, but not economical ones.
Osttruppen would also be something new and cool, I think you would only be able to throw them in if you bundled all the construction abilities into one cp ability though, like 3 cps you can build 5 new defensive structures. I have really enjoyed how that has worked out in commanders like urban assault for USF and infantry company for Ostheer though, its nice to have many small quality of life abilities in addition to big flash ones.
The OKW fortifications doctrine is used, But it's not amongst the most popular commanders like spec ops
If you could build medic/reinforce bunkers it would immediately be a go to commander. Saving 250 manpower and 50 fuel on healing in a 1v1 would be enormous, and still quite useful in team games. It would also be great to diversify strat's with a reinforcement bunker option. You wouldn't need your Expensive tech structure in the middle of the battlefield to dig in and fortify a location. (400-150=250).
I think this would make the commander a lot more fun and interesting by just changing "machine gun bunkers" to "Bunkers".
What do you guys think of the suggestion or the commander? Ostheer has a very similar commander in the Joint operations doctrine with the emplacements and they can get bunkers, I think healing would be great, but not OP or too strong. (Can any brit player reasonably complain "these guys got healing thats OP?")
but conscripts being trash certainly doesnt help
even when cons have ppshs the maxim is leaps and bounds better because the enemy cant just close with impunity.
its all an eco system mate, cons HAVE to be viable or it will be maxim spam like it was or penal spam like it is now.
Yes, that's a good point. There's basically 3 starting units and for the longest time the meta was to spam one of them. That may be related to how soviet tech Is a relatively big investment for a second 0 build decision. You need to get a lot out of it or you are losing already.
Comparing the two my experience is that they are about equal in performance/cost. Panthers need to be aggressive and take risks to take out jacksons, usually better but not unfallabe, its also not like they do that much vs infantry just light damage. A duel between the two is usually decided by better micro and supporting units
Cost is 185 fuel to 140, and the panther may have a marginally better reload? but its good to bring the stats in, thanks.
I do find firefly's to be better than jacksons due to tank commander and tulips, so they aren't top of the food chain even amongst allies IMO.
yes... that is why until conscripts are buffed appropriately a core T2 sov build will always have sub 45% winrate even with the T-70...
Maxim's are like the worst HMG in supression capability, Damage and They aren't incredibly survivable or cheap to reinforce since the changes they have recieved. That holds back t2 more than conscripts, if you had a vickers or .50 cal that pops off models easily you would have a different dynamic.
Possibly a silly question, but I literally can't see how to do it:
How does one go about writing a new guide? I don't see an option for adding one, and writing it then worrying about format later seems like it'd quickly become a headache compared to writing it with the formatting in place.
There will always be meta commanders, because always something is better in given game mode.
You'll nerf current meta commanders, new meta commanders that'll be 90% of the time picks will replace them.
That's how RTS games work, there is high end competitive meta and then there are casual and mid level builds.
There are at least double the number of viable commanders compared to before the revamps started for each faction outside of OKW using SpecOps.
Ostheer has Infantry, Jaeger infantry, Jaegar armor, new Reserve armor, Mechanized, Tiger Ace when a few year ago it was 100% lightning war or bust. Some work better in teamgames and others 1v1, but Ostheer has a fantastic array of commanders to complement their strats at this time.
TLDR; Revamps are amazing and helping the game alot