Last time I played Fallschirmjäger the squad died while airdropping into a single tree.
That "feature" needs to be fixed for any airborne unit. It sucks.
Other than that Falls are redundant and fill no real role. They can seomewhat stand up against Bars and Bren blobs... however not for cost. I see nothing they can do better than Obers. And I don't consider a Faust canging their role.
Tommies are too strong for 1 reason, they made them super cheap to reinforce in like the second patch cuz brits sucked release day.
280 manpower squad with 4 men, should cost 280/4/2 per model or 35 manpower, but they cost 28 manpower
USF riflemen 280/5/2 = 28 exactly how much they cost to reinforce
Grens 240/4/2 = 30 manpower exactly how much they cost to reinforce
Conscripts 240/6/2 = 20 manpower ect.
They broke the formula because british infantry bleed very heavily to snipers and they used to have a 10% chance of spontaneously combusting upon contact with explosives. Perhaps they could have rectified this but relic has not has significant infantry balance overhauls in quite some time that would have likely ironed out this price/performance discrepency.
That said brit's don't have any other nondoctrinal infantry and some of their other units and strats are a bit lacking (Mortar pit, cromwell). The faction needs some work as all the others did when they were newest.
The doctrine is okay, the actual fallschimjaegar are bad, they come late and it's relatively easy to take 2/3 infantry squads and force them off quickly. Or they will bleed badly to vehicles if they are not wiped with the small 4 man squad size. If you can vet them up they are very good, but it is too difficult to do and even then they are still not too hard to wipe.
Valliant assault is a great way to boost your infantry in an assault, long duration good buffs, affects every unit
Smoke drop is a very cheap way to support your infantry vs mgs or scout
Ju87 air strafe is basically the same as the ostheer one, it shreds tanks.
Most players prefer to capitalize on effective light vehicles, such as the luchs, puma, scout car. This doctrine is better for infantry heavy builds, which are not effective vs Brit infantry or enemy light vehicles which you will see frequently. Still valliant assualt and ju87s can totally win games so it definitely can be used.
Buffing it's MG is nice and all but it wont make much of difference in the end cosndering it's cost
What it really needs is smoke, it has very hard time disengaging from P4 and Panther and even shreckblobs if they get close.
The Kv1 will not be effective vs a shrek blob I agree, but buffing the mg could make the unit force off 1 unit with shreks before disengaging instead of shooting 3 times, failing to kill a model and being forced off itself.
Even the Kv8 has trouble with more than 2 pgrenz with shreks, pzshreks are good but expensive
i want a sherman that can fight panthers, the reg sherman is a better choice in that doct for adding armor idk that the 76 has any bonus armor just the round switching ability but both rounds suck at doing there job, why cant the at round have jackson like pen? I dont see how it would make it too strong it still has to get closer and could possibly defend its self against panthers, that and the AI round is shit. Tired of jacksons and ai infantry every game.
The AP round has like 220 penetration at close range (Panther has 300 armor) but at like mid range and long range its only like 20 or 30 better penetration than the Anti infantry round, which has a 4 second reload rather than a 6 second one
Edit:
M4C sherman
HVAP penetration at 220/180/165; standard rounds have a penetration of 140/130/120.
HVAP accuracy at 0.06/0.0425/0.035; standard rounds have 0.05/0.0375/0.025.
HVAP reload at 6.1; standard rounds have 4.1/4.5 reload.
HVAP AOE radius at 0.25; standard rounds have a radius of 2.
Ya it's okay, It would be better to get an m4a3 vs infantry and a jackson vs tanks. The m4a3's in that doctrine get 700 hp and bonus armor which is a massive edge over the m4c.
I think it is okay in the AT role, but it gets a 50% longer reload with HVAP and the penetration is only really good when your up close on that ammo.
It doesn't need to be as good as either default tank but it could certainly perform much better and without overshadowing the m4a3's HE shells or the Jackson's AT capacity.
Having more HP, a better HVAP reload or doing slightly better vs infantry could help this tank become a more competitive option.
Possibly giving the offmap barrage to the 76 mm sherman like the jeep has now could also help vs say at gun spam.
What do you think the cost should be if your suggestion went through?
You have to crack down on a hoax with stats & tests whenever someone brings one up.
Probably 100-125, It would be better to implement it and just get feedback before changing the cost. Function is more important. 125 does seem a bit steep right now though, i was testing it out and thought it was only 100 but was fair at that cost. (similar to light infantry artillery barrage which also costs 100 munis)
I think it should be similar to the JU87 supression loiter which has good area of effect but low damage. Except this USF version could do more damage and not loiter. That one costs I think 140 munitions? but it's inflated b/c of the opel bitz trucks in the doctrine. 125 could be fine for a redesigned ability
The ability totally wipes support weapons but is highly ineffective vs infantry. It does not reliably hit or do damage, but it can wipe squads, this is not an ideal design.
Solution: The ability should have a larger radius to make it reliably hit even moving infantry if you aim it with some skill and do moderate damage with supression. Kill models if they are low hp, leave them with some hp if they are full hp.
Sidenote:
Looks at title "USF tactical support strafing run"
Looks at discussion "Combined arms is Bad" "No combined arms is good"