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Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
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Residence: United States
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I thought that for the longest time but fact is, they are complained about all the time and the suggestions out there are quite frightening. Unless someone offers fair alternatives, they will be nerfed into oblivion.
My suggestion of a fair rework is change it to a mobile mortar. It is really hard to balance such unit when the there doctrines such as Royal Engineer Regiment's Stand Fast and of course Advanced Emplacement Regiment.
Is there possibility to move "hull down model" a little bit to the front of the KV-1 hull? At the moment some sandbags are inside the hull, or stick out from the hull.
Could you use the larger hull down animator, such as hull down xl. This size is meant for a tiger.
Last timed I check, Lend Lease has not be changed other that the Sherman call in times has been nerfed. If you want a replay reviewed, there are a lot of strategists ready and willing to help you.
Generally when playing against soviets, there are 3 openers. T1, has the penals. Penals are a very strong unit. If you can force the Ptrs upgrade, your grenadiers will have a much better time since it reduces their anti infantry damage.
A T2 opener, expect MGs and mortars. Ostheer mortars are generally superior and additionally can help displace the mgs.
A T0 opener, you will see a lot of conscripts. If your opponent is smart he will not be blobbing them and sending them on a lot of flanks. "If you see one, there are two." He/She will probably also get Molotovs. Consider building an additional MG 42
Vs Lend Lease
CP is Lend Leases game, avoid engagements so the CPs will take longer to generate.
Dshk like any other MG can receive mortar fire
Air Drops are easily shot down, 222 can shoot them down and Ostwinds will rip them apart.
Sherman and any other tank spam can be warded away and killed off by duel pak 40s when positioned properly. Additionally, use mines to cover the flank.
I have always found blobs relevantly easy to deal with. Against a blob duel MGs can easily ward away any blob. Additionally, I always keep an anti-blob commander in my roster. Descively defeating blobs and your opponet usually can not deploy anything else because of their lack of manpower.
My rosters and starting builds. Note I usually only play 3v3, and generally play non-meta.
I know this website. It provides good overview but I found mistake (commnad panter) there so It can not be reliable source of data. I am looking more for something like a mod which looks directly into game or some really UP TO DATE website.
There is always the modding tools, not so easy to read but you can calculate accurate dps and other stats.
Also, if you find it hard to locate the snipers before going in with your units and especially your own sniper, remember that all recon abilities reveal camouflaged units.
Wasn't Ostheers recon abilities bugged and could not reveal stealth or was that fixed?
Then wouldn't partisan commander need a new ability? Also, I think there's like 1 other commander that gets at partisans for some reason, and normal partisans might not be intended. That would solve the nade cheese without having to put them on cooldown tho, since I'm assuming the appropriate nade would be locked behind the upgrade.
It is easy to replaced an ability which could be something like booby trap or pmd 6 mines to help partisans with there role of a harasser.
The other doctrine with partisan tank hunters are the Soviet Reserve Army. It use to be Soviet Irregulars, which they were crap. Additional options would not really be a bad thing like having a SMG upgrade. There is already Conscript SMGs in that doctrine also.
Looks pretty good, agree with most of the changes. Just one little thing, since the both the Anti-Inf and AT partisan are ultimately the same, expect the upgrade, do you think you could just merge them?