Imagine cheap shock troopers; however, it only gives three out of six the PPSH.
So if your up against an Ostheer who has set up good positions and you have conscripts with the package and swarm them in numbers they are a nightmare. That is, if you have support like mortars or an SU-76 around. It might be also useful for going up against OKW players who start off heavy with Sturmpioneers.
Now Penals are now good at killing infantry, but giving your conscripts the package increases their close-quarters combat.
My experience with them is limited, since I mostly play USF all the time. However, I do hope someone will probably come into this thread and tell you their experience. One of the best commanders to have for the PPSH package is the Advanced Warfare Commander and since it has the PPSH package and the T-34/85 it is a good combination with the conscripts. There are other commanders who have this such as the Guard Rifle Combined Arms Tactics, Shock Army, and Conscript Support Tactics.
I assume the StuG is in role of counter against enemy light vehicles like T70 or M3s and medium tanks. I don't produce StuG generally. Instead, if seriously needed in early I put up an Sd. Kfz. 222 and later on I look up for Panzer IV with MG upgrade.
That's kinda the way my friend wanted me to do. Then I might have played a bit on it.
Sometimes, when the enemy or yourself have a heavy tank it is helpful since it can put out more dps than a Panther.
I just want to throw an idea out there, but why not have Battlephase 2 and/or 3 improve on the received accuracy of infantry units in small percentages? Then in Battlephase 1, it improves the health of infantry other than the sniper.
It's a bug with the Combined Arms Ability. For the Stuart or the Sherman to go into full 'machine gun mode' the USF player has to play the ability and constantly decrew then crew vehicle. This stacks up the stats to where it looks like it is a hack, it a bug with the ability.
The USF mortar needs to be toned down. It should barely kill anything, but be a smoke dispenser for the USF when there isn't enough munitions for smoke grenades.
While I can sympathize with the Ostheer players about their demand for removing the mortar. Having the mortar at T0 can remove the boring early game the USF has done since the beginning of their faction's release. Like, it's boring to constantly throw 280 manpower for another squad because there isn't enough fuel to get a Lieutenant or a Captain on the field.
In other words, it breaks the monotonous beginning the USF does for every game. I mean, a USF player could try to mix things up with Rear Echelons, but we all know their worth in reality. It would lead to interesting plays, but Riflemen are the staple unit the USF knows it can last in the long run.
Now there is also a good little decision making for having the mortar around. If the USF chooses a mortar, he would lose a chance of another squad to cap the map or lose field presence on the battlefield. Meaning, there would be less Riflemen on the field because a USF took the chance to buy a mortar than another Riflemen. This is where a risk comes in that an Ostheer or an OKW player can take/destroy said mortar.
So having the mortar for the USF can do more good since it will lessen certain moments where an entire MG42 team gets surrounded because three Riflemen come from three different directions. We just need to hope that Relic can actually tone down the mortar without overnerfing its usefulness.
This is where coordination with your allies pays of in dividends. If they are USF, beg them for an ambulance for you to crew. If UK, talk to them about the placement of their FHQ. That's what allies are for.
If these options are unavailable, you must use your discretion about the condition of your squads. Don't just pay attention to their size, but also health. If a 6 man squad is at 50% health, retreat. If it's at say 75% or above, go forward and use your halftrack.
Most importantly, be patient and give your larger squads the time to heal. Healing means more to Soviets than any other faction.
Thanks, I guess I'll guess I have to coordinate more with the USF since I really love their ambulances. This is helpful.
I actually love playing the Soviets in my opinion. While the USF is my current faction I play most of the time, the Soviets are very diverse and can take on certain situations. Not to mention, they also have a variety of commanders which the USF and UKF lack.
My only concern is how to keep a field presence without the Urban doctrine or retreating entire damaged units to heal. There is the M5 halftrack, but do you any advice on how to handle it without losing major ground?
SO with T-35/76 is it worth it to go T4 now? I used to go T4 only for Katy against mega shreck blob, anything else seems like a waste when T3 does it at cheaper price.
Like what Blalord said, Relic redesigned the SU-85 to be effective against heavies from now on. It will eliminate the overlapping roles between the 76 and 85.