Red Army tanks is correct - the doctrine. T-70 is strong, but not urgent. You need to replace the T-70 on 3 t34-76 level of technology. t34-76 reduce effective damage. At the technological level 4 put heavy tank KV-1. For heavy tank KV-1 to make modifications on the purchased additional armor. Additionally, tehnolgicheskom level 4 place improvement t34-85. With its purchase t34-85 can be called from the Main Staff.
Akutualnost: the Red Army received a powerful heavy and medium tanks for large investment of resources. The choice is there, but it does not close the possibility. |
Recruits strong and versatile early in the game.
Strengths:
- low cost of replacing the lost
- 2 types of grenades, (now Molotov doesn't work)
- running available immediately, building shelter
- flare(because they are usually a lot of units - very useful)
- the divine completion of a detachment of soldiers of the
doctrine:
- the repair!
- the ability to get down
- extended with additional types of hand weapons.
Now look - all infantry in the game has the same health level, the differences are in fact now very small. Further - the role of new recruits on the battlefield and role in the concept of playing for the red army:
1) the rapid seizure of territory
2) fighting with the enemy with overwhelming numbers
3) support offices with heavy weapons to break through (the Maxim machine gun, mortar, ZIS)
4) additional features when taking doctrines.
My opinion: If the new recruits will be strengthened - this will be the result of the expansion of their range of tasks on the battlefield. But do not forget that there are also squad prison battalion( equipped for fighting at medium ranges), shock troops (great in melee), guardsmen ( good against light engineering and infantry) - these units specialists.
Recruits are universal, they are weaker than specialists. If you like to play from powerful infantry equipped with manual heavy weapons - welcome to the USA camp.
Summarize, now you can strengthen recruits:
- increase the number in the middle and late game, due to the upgrade in the staff
- to give them the cob, which is armed with a PPSh-41 and increases the number of soldiers in the unit to 9.
- enable when playing the doctrines of Land-lease - to upgrade headquarters - which gives the right to buy 1 type of heavy weapons from the racks in the USA ( for team games) Or give more opportunity to buy at T2 or T3 automatic rifle Tokarev (analogue bar) in quantity 1. |
I'd frankly much rather they remove auras in general and give officer units more active abilities that are interesting...
Friggin' blobs mang.
Well, I suppose aside from the Command PIV. It's a unique enough tank by costing the same as its non-command counterpart (or just more or less the same, I can't remember exactly) with an inferior gun, so its aura has a far more blatant and extreme cost opportunity compared to, like, the Sturm Offizier.
I think they're asking whether Allies should get amplifying auras like Axis can have.
Yes. Now that the US plays from the BLOB of infantry, supported by a powerful self-propelled guns. They could use the opportunity of auras . besides their commanders at their original units - more thrift and value. No wonder their commanders gain experience from allied detachments is why you need? |
There is the idea:
1) to combine the study of anti-tank grenades and Molotov cocktails in one study.
2) Add in the headquarters of the research equipment manual infantry weapon - allows the recruits to take 3 PPSH-41 PTW or 2 in your party.
3) an interesting study for mode 2 on 2 or more land lease - gives the opportunity to buy hand weapons from the racks American base for squads of conscripts.
The doctrine uses a PPSH-41 and the issuance of PTW is to replace the PPSH-41 1-2 machine gun DP-28,and at-guns - add an additional skill - set anti-tank hedgehogs and trenches.
These studies will allow the red army to choose less popular doctrine and play through a long game T1-T2 and not just T1 or T2-T3 |
Question: what do you think - does the red army, the OKW in the introduction of a special unit of the amplifier for the infantry? Need USA in the gain due to the issuance of auras of their Lieutenant and captain? |
STG-44 it's too big for volksgrenadiers. According to the version of the game - it recruits + a few veterans. So they need to upgrade the squad leader, as a 6 member group. And it needs to be armed with a good weapon, which corresponds to the unit - and this GW-43. Also there remains the problem of smoke and flame throwers for OKW as a fraction.
MP-40 will allow OKW to suppress spam tactics Maxim machine guns at the expense of call from the flanks and strong DPS in melee. |
If the rookies can get a PPSH-41, volksgrenadier need the MP-40?
Is there enough long now infantry phase? |
About the assault-officer - if it moved from doctrine in the basic structure of the OKW units only one unit on the battlefield. Its task is to strengthen the OKW infantry at an early stage and to maintain its survivability under enemy fire. I watched a lot of games against OKW USA and the USSR - against rifles OKW volksgrenadier even as some, but against the Maxim gun+ recruits they are inferior even with the assault engineers. The main reason for the construction of 6-7 units of volksgrenadiers is an attempt to repel the attacks and to hold the territory. Due to the number of rifles. Let's look at the recruits of the red army - doctrines allow them to issue PPSH-41 - giving them DPS and survivability at the expense of the number of soldiers in the unit. |
What are your thoughts, should look like a Sergeant for volksgrenadiers: his arms, price, ability???? |
USA need a few things: you can further reduce the price on smoke grenades (5 rounds) - this will effectively control the battlefield and overview. And most importantly - to give the Lieutenant and the captain sane abilities and auras for shooters by analogy with the British commanders from company of heroes 1. For example: Lieutenant - gets the aura to increase the survivability of nearby infantry, reducing the level of suppression. Abilities: "for the killing - squads disperse on the ground, gaining 10 seconds a bonus to protection against explosions and grenades. A concentrated volley - squads armed bars gradually begin to suppress enemy infantry, during the term of abilities. Captain - additional - ability: attack this tank - all infantry armed with bazookas makes the volley with a 50% probability of hitting Shots produce even if the weapon is on the recovery after the shot. Aura: "Zeal" infantry moves faster, shoots more accurately on the 2nd level gains a bonus to health. Well, still need to do the units commanders more persistent - they die much faster than the regular t arrows. |