It's good. Doesn't have much health but it's quite survivable thanks to the speed and smoke canisters. Damage against most vehicles is excellent - maybe better than the Panzer IV - although it struggles against units like Comets and T-34/85s because it won't reliably penetrate.
A few notes:
- This unit synergizes extremely well with the Jagdtiger if you're playing big team games, as it can protect it from flanks and you don't need to spend resources on the Schwerer HQ
- Turns into an absolute monster at vet 3 with the 33% damage boost and speed buff
- Aimed Shot is rather good at killing off retreating squad members and getting a wipe |
Bike would be nice. Nebelwerfer makes more sense to me as an Ostheer unit than the Panzerwerfer, thing as the Ostheer are kinda supposed to be the game's support unit faction. |
Swap PaK and Sniper imo. |
Gonna necro bump this cause I think it's still an issue. All that needs to change is the amount of health the ability actually heals - should probably be 100% of a unit's health, not the current 30% or so. |
How about this?
Model 24 Grenade Assault munitions cost from 45 to 30
Squad population from 5 to 7
Squad leader model replaced with regular Assault Grenadier model for consistency (so less armour)
Assault Grenadier received accuracy from 1 to .91 (same as Grenadiers)
Vet 3 replaces the sprint ability with a free-to-use toggle-sprint option |
Sort of a minor gripe here, but I really don't think players should receive XP/Command Points for losing their units. It's quite easy right now to get outplayed and lose a significant number of units but in the process still accumulate enough XP to call in a Tiger or Pershing or whatever and I find that rather frustrating. It's almost like you're being rewarded for playing poorly.
Anyways, I'd like to suggest that players no longer receive XP for losing their own units and that the XP players receive for actually killing stuff is increased to compensate. |
Unit would make perfect sense in Overwatch Doctrine. Not sure if it needs to be part of the core army. Would much rather have a regular 250 or 251 halftrack. |
Couple of tweaks I thought should be made to Ostheer's Assault Grenadiers, who are generally considered to be pretty weak right now:
Squad population from 5 to 7 (5 is unusually low for an infantry unit - it's actually less than Pioneers)
Model 24 Grenade Assault munitions cost from 45 to 30 (this ability is comparable to OKW Infiltration Grenades but costs significantly more to use. In addition, I think 45 munitions is a lot to be forking out for an early-game ability that can be dodged pretty easily.)
And then either:
Squad manpower cost from 280 to 240
OR
Received accuracy reduced from 1 to .9-ish
|
Couple of thoughts:
The Elefant and Jagdtiger will swing the balance of late-game team games in favour of the Axis if deployed
Relative to other the factions, Ostheer has very little viable offensive power in the early-mid game without going into micro-intensive 222 cheese
I think, in general, the Axis factions demand more careful use of armour. Their medium tanks are generally more expensive than their Allied counterparts and as a result generally need to be employed more cautiously.
I think the Soviet late-game is pretty weak overall. Their units aren't that strong individually and therefore the faction requires good use of combined arms to be effective. |
What about a howitzer hit stunning nearby infantry? |