Ost: P4 command tank, Puma, Elephant and Tiger.
OKW: Ostwind, JT
Soviet: ISU, Sherman and IS2.
USF: Pershing, Priest.
I don't see anything wrong with Soviet sherman call in. |
4 volks, 3 jeagers, 4 raketten, instantly call in Ostwind and only go medic HQ. After that get another Ostwind or a JP depending how much tanks he has. Then stall till vet 5 and you win. Easier said then done of course.
At least that's what cost me the most losses whenever I played Riflecompany in the past vs top20s.
SoonerLater |
they have the biggest aoe because there are 4 mines in a S Minefield all of them procing individually
Small strips dont do enough damage (and again have signs)
Yes you can react to S minefields, the under attack radio call like any other mine occurs.
You dont need "instant reflexes" Especially because again, the mines have signs, again, units will radio call when they trip them and again, S mines have to be consistently proced to do wiping/serious damage.
No radio call for USF, only when driving over it with a vehicle. Infantry stay silent. |
If not for the fact that OKW is dead and USF is the one true faction right now, I'm inclined to say OKW needs jeagers to stay viable and Pathfinders are fine. But then again, I'm a USF fanboy, so I'm just going to say that pathfinders need a buff. Cause they are overpriced, or jeagers are too cheap. |
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Comparing the pershing to other heavy tanks it is really bad health wise, comparing it to all other USF tanks makes it a heavy tank. OpieOP |
I daresay pershing actually needs a crew for it's price, it's almost like Relic intented to give it a crew. It's relatively low armour and health that all USF tanks have to justify crews. |
Perhaps we could give the pershing another ability, it just lacks a clear role that helps other units, apart from being a damage sponge.
I suggest giving it the M10 Flank Speed ability at vet 2 or the sherman smoke ability. Or maby make the veterancy grenade throw ability a self useable one. So you yourself could aim it like the comet version. |
They're pretty meh to me, they feel low budget. They lack a specific role, USF is like a giant support army, every unit serves a role and helps each other. Arguable the pershing has a role of a damage sponge but when you think about, how do rangers help in anyway? Riflemen have exactly the same role but less damage up close but more at far range. They even get the at nade and smoke, they are much more versatile.
Rangers don't have anything compared to other units the USF has. Perhaps sprint at vet 1 would be nice, so it'll be a flanking unit. |