But the guards come with 3 ppsh and 3 thompsons.
Thx. Nice to point that out, i never noticed that (okay I played them once, so maybe I didn't notice because of that single try). So it fits thematically at least.
I remember they felt underwhelming as I played them. So I just tested them a few times in comparison to ShockTroops and sadly Assault Guards are worse combatwise.
So the mix of target size 1 at Vet0 + Vet1, no additional armour and no smoke grenade (or sprint) results in loosing quite a few models by closing in. They are just worse in many ways.
Further drawbacks:
- because of M5 they hit the field at 3 CPs = less game impact / less time for vetting
- exclusively come in bundle with M5
I really hate that bundled abilities. It is the same with the Combat Group ability (Reserve Falls + Howitzer) at USF Recon Support Company that comes at 4 CPs (!) or the Mechanized Grenadier Group (LMG Grenadiers + 250 HT) / Mechanized Assault Group (Pzgrens + 250 HT) at Ostheer Mechanized Doctrine / Mechanized Assault Doctrine that come at 3 CPs.
The worst one is the Combat Group Ability of USF, it means you can't drop your Reserve Falls behind enemy lines, because you will give away that Howitzer to the enemy.
Maybe there is a chance to get this abilities reworked. You should have the option to build the units seperatley in your base at least once you unlocked the ability. Assault Guards should be reworked somehow or just exchanged for something different.