"The British gun fired a small high velocity projectile. I saw one of our tanks after having been hit by it. There was a small hole punched in either flank - one the projectile's entry point, the other its exit. The tiny munition had passed through the vehicle with such speed that everything within the hull not welded down had been sucked out through the exit hole. Including the crew. We never identified their bodies, for all that remained of them was a red stain upon the ground extending some twenty metres from the wreck."
I was thinking along the lines of making them a viable shocks/guards stand-in if you choose a commander that has no call-in infantry, Cons can handle the early game fairly well and then you can supplement them with Penals later when you need them, similar to Panzergrens or Obers coming in after the Grens and Volks.
Currently getting Penals is just a hindrance because you've got to use fuel/manpower on T1 then you'll want support weapons which is more fuel/manpower for T2 then there's T3. Although I guess it's possible to skip T2 and go for quadmounts and Su-76s.
I might just be thinking about it too much though because who knows when and how Penals will be changed
I wasn't able to repro the Tank Hunter Grenade Issue. Stuart always too a critical hit when the health dropped below 75%
I mean that the tank hunter does only 40 damage compared to all the other AT snares and cannot crit light armor in one hit.
It will still crit the engine when the vehicle is under 75%.
I hoped posting here would get it buffed as the Panzerfusilier AT grenade was also buffed after being pointed out.
Hi, recently in the December hotfix, the Panzerfusilier AT grenade had its damage brought inline with the other AT snares (40 damage to 100 damage) so that it will crit the engine easier.
The AT grenade that the UKF Tank Hunters have still does low damage and will not crit the engine.
The Stuart on the left was hit by the buffed AT grenade and the one on the right was hit by the Tank hunters AT grenade.
I also want to point out that the AECs tread-breaker ability and the Cromwell and Comets smoke shell abilities are not working properly.
If there are any enemies near the vehicles they will prefer to shoot at the hostiles and it takes several tries to get them to use the ability properly without it cancelling.
SU-76 does 120 damage (equivalent to panzerschreck or puma) while SU-85 does 160 (normal). SU-76 has 400 health (light tank) vs SU-85's 640 (medium tank).
While I agree the Su-85 is a safer choice than Su-76 spam, I feel the penetration is a more important factor than the other stats like health.
The Su-76 can be massed easier, meaning the extra 40 damage does not matter if you have several firing on a tank instead of fewer Su-85. (also Mark Target commander ability)
Su-76 losses are easier to replace.
The Su-76s crappy barrage is also obviously better when there are multiple firing too.
The health is not a high priority stat as the Su-85 will be a unit that is sitting back out of range of AT weapons and dishing out damage rather than taking it.
Su-85 may have far sight but you may as well send an expendable engineer/conscript squad to scout for your Su-76s to similar effect.
This may be a case of the Su-76 overperforming rather than the Su-85 under-performing, but relic seems to think it is working as intended as they have not altered it after buffing it a while ago.