Honestly, molotovs are far from mandatory but i admit i pay for the upgrade almost every game that involve cityfight and heavy cover hugging and never regret it.
I usually do it after my 3rd or 4th conscript squad to rapidly decrew an ennemy MG. The upgrade itself is quick to reserch so you can buy it reactively when you expect that will be needed in the next fignt.
I think you can forget them on open maps (stepps?) as mobility is increased.
The medic is a different choice.
It costs as much as a new squad of cons/mortar/MG. So when you choose to build them you will have one less squad.
In terms of costs it is also equal to 12 reinforcements. Thats a lot.
So you can conclude that it is only interesting if you heal more than 12 wonded-but-not-dead mens.
But
Healing is nothing to laught at in this game. It can be heartbreaking to send a half-wounded squad back to fight as you know the squad will have to come back even more quickly and you will have to pay attention to not let her die.
Things gets more interesting if you heal bigger things that conscripts, especially Guards and Shock troops that costs 35 to reinforce or snipers that costs 90.
It is good to buy medics if :
-you are satisfied with your lineup and have an extra floating MP.
-you have elite infantery.
It is a upgrade i do very often now. In teamgames, Germans tend to build a lot of mortars/LeIG that wound a whole squad evenly rather than obliterating a single model each shot, justifying the cost.
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Depends on your plan.
The problem with the soviet T1 is that this is a very offensive and situational tier.
Penals : rush peoples, burn them
Sniper : force the ennemy to engage you/counter MG
Car : fast attack, burn them sooner
Another problem with the tier 1 is that it scales very badly with the late game, where teamgames tend to focus. The units produced dies very (very) easily and are very vulnerable to explosions (which tend to be quite frequent in the lategame).
Likewise, if you compare the conscript with the penals, you can notice several things :
Both cost the same and are anti infantery at the begining, the penal beeing twice more deadly at close range and the cons beeing more resistant and deadly at long range.
If you add upgrades, the penal become even more deadly at close range and the cons become more polyvalent (Atgrenades, molotov, ppsh, ptrs).
As the game progress, penals will die faster and faster and conscripts will still have theyr uses, capping an throwing grenades.
The tier 2 on the other hand is a necessity in teamgame.
Sooner or later you ll need a PAK or two (or three) and maxims are useful from the begining to the end.
So
In teamgames,unless you have a very specific plan in mind for the earlygame, soviets players tend to skip T1 and focus on the more generalist and resilient units of the tier2.
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Not much you could do. Don't play 1vs1. The SU is broken and can easily run over you in 1vs1.
You can do better than that. Be more demanding with yourself.
Hi. Today I faced 2 kv8 flame + 2 su76 combined with conscripts and shocks. What would be the best counter? I had 2 paks and 1 squad of shreck panzergrens. Real problems on an urban map.I'd like to ask for some suggestions.
If you could provide us a replay we could have a better understandong of what happened.
Remember to place mines, even more on urban maps.
You showed us about 450~500 fuel of units at his disposal. But what was your armor? StuGs and pV are your friends against that combinaison.
Kozo |
You pay for a tank that does his job and only his job (hardcounter infantery position).
The tank die to anything bigger or equal to a puma and pose absolutly no threat to armor - open field for P4.
You punish an opponent that rely solely on ATgunz to deal with metal boxes armor.
Having one is very good, having two is redundant. No need to restrict anything.
You should spend more time in the strategy section than in the balance/whine section.
You would be FAR more prodctive trying to adapt to the game than trying to change the game.
(The balance of the game has never been that good at the moment) |
When you walk blindly into an ostwind, you have the opportunity to throw at least an AT grenade before having to retreat your wounded squad.
If you try to schrek a centaure, your squad is guaranted to die and wont probably be able to throw the precious rocket in the operation.
In fact, immediately hiting the retreat button is not an insurance to see your squad alive at your HQ as the precision/dammage against inf is very high.
It deserves a nerf, but a very slight one. just a tiny adjustement to make it better than an Ostwind but not too much. |
ace tiger vet 3 800mp no fuel required
I admit i have few experiences withe the Ace, maybe played it once or twice and never ate it in the face. But with equal ressources involved on each sides i can think of a many different answers with 800 MP (and ressources cut for the rest of the game). Can an Ace beat 800MP dedicated to AT? |
Btw, why is the Elite Troop doctrine banned in tournaments? |
The paradox is that Penals cost more that shocktroopers. Penals have THE WORST ARMOR IN THE GAME, and a rather unimpressife firepower. Which mean you'll spend a lot of money to reinforce them very often cause they die like flies.
On the other hand, the Shock are the exact opposite. |
Hi,
There is no particular minimum or maximum for cons. Most of the time people have between 3-6 squads sometimes much much more, sometimes none. The right number is the one you feel comfortable with. This number can be affected by the doctrine you choose (conscripts tactics).
About Penals...you should avoid making them most of the time. There only use are close combat specialist with the flamer upgrade and only in very dense terrain with very few LOS (stalingrad? oh wait..rip little map). And there is very few places like this. Even the "town part" of the lienne forest does not justify building them over conscripts. If you see you'r gonna have to fight in close combat often, your better with a doctrine that include shock troopers (there is plenty) they are much more cost effective (and there is no german units that can beat them at short range).
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It is like we are not playing the same game . How can you compare a panther and a Tigre/IS2? Dont know for you, but for me the pintle MG just allow the PV to have a little bit of AI power in thoses man vs machine engagenents. Nothing to compare with the squadwhipe provided by the heavy's. |