Fine, the infantry section is super OP i will admit it. You see, im UKF player and have been desperately trying to cover the power of the infantry section. But to my disdain the high intelligence individuals in this thread absolutely destroyed my argument with "what if X has blank when Y happens?" So i will reluctantly supply a balance solution. The infantry section should be given no rifles at the start of the game and pay 200 munitions to upgrade to lee enfields. This will allow better counters to be made against the section. However if this is not enough I highly recommend lowering squad size to 3 models. I believe this is the only way to truly balance the disgustingly OP infantry section.
Do you exist in a binary world where units are super OP or balanced? Because only in such a world does the above make sense. |
Except that A) if a unit requires more complex tactics to beat, then it is to use, then that is sorta the definition of overpowered, B) Both players are free to use tactics.
If 1 click upgrade stg44 on the field, select 3 volk, attack move, flush tommy out of their cover by flame nade theb mold them down while they running out of the flame is "Complex tactics". Yes.
Erm, IS would usualy win such an engagement. And requires what 300 MP and 40 fuel to do so? SMH |
Ssshhhh.
Don't confuse them with concepts as complex as 'you can use tactics to turn combats to your advantage'
There are forum warriors. They only understand 'Place X nect to Y in an empty field and the Axis letter should always win'
Except that A) if a unit requires more complex tactics to beat, then it is to use, then that is sorta the definition of overpowered, B) Both players are free to use tactics.
On the other hand we got people who just say "Just use smoke and the Tommies will just fall apart!" |
The smoke allows you to push up their lines and if they move back you take up the cover they left behind.
Cool, you then sit in their cover while Tommies superior long range gets to do work.
Again have you actually used this versus good players or are you just theory crafting or does this happen to you and you dont know how to pull back? |
Are you trying to be an idiot? You attack the second the smoke lands. This allows you to displace their lines in the middle of your attack. Engies are weak and can be focused easily. The bren carrier is good but can be forced away easily. You dont need lights to counter tommies. Every time I give a counter to the infantry section, All the people in this thread do is point to the Vickers or the Bren carrier. So it seems to me at this point the problem is not the tommies but their supporting weapons.
It also lets them move back the second the smoke lands. If there is no sprint active a unit can advance as fast as the tommies can pull back.
Like have you actually used this versus good players or are you just theory crafting or does this happen to you and you dont know how to pull back? |
This is all I need from that essay you posted. You see, unlike the UKF the OKW and Wher have more base units available to them. If you use these units tommies will still be a threat but not a horrendous one. Smoke is the brits greatest fear. All of the british main units require the enemy to be far away with the vickers and the tommies so smoke renders that playstlye irrelevant. Then you can push out the mg with grenades and crack open their line. It all comes down to who plays better. If you ram your head into UKF while they are sitting back behind sandbags of course you lose. All you need to do is close the distance, that being with smoke cover or just a flank. This is just another case of players not adjusting tactics and getting their asses handed to them as a result. yet in this case this player felt the need to make another one of the infamous "It beat me its op" posts.
You do know that most players who see smoke will not say: "I think ill just sit still and let them use the smoke as cover."
And of course this ignores that
- The brits have an MG which is unnecessary with boister
- The brits dont have a Engie/Commando which can force off close range assaults.
- The Brits dont have a Bren Carrier
- A mortar/LEIG gives UKF the opportunity to have another Tommie
- A LEIG locks OKW into non-Light Vehicle play which is kinda the counter to tommies.
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Whenever a B4 howitzer wipes squads (on retreat), I will just say "Just dodge it you noob" from now on
You do you. |
The walking stuka is too good at one specific thing, that is what im saying
The only think that it is good at is hitting units that dont move. And despite what you would believe, the rockets doesnt actually 1hko everything it its line and apart from the 1st rocket (which lands on the 1st chevron) the others cant be as easily predicted.
Plus does it not have a higher CD? |
Problem that you don't have any chances to retreat your team weapon on whole front when Wstuka fires. Any small moment that you missed and you lose very big amount of troops. No any rockarty could give you that. Katy could shredded blobs, werfer could too. But these are blobs, blobbers must suffer, especially when rocket arty on field.
And again - routes of retreat. If we could change routes to retreating squads in live action - Wstuka didn't be so much shock and then OKW players will be in hard situation, when enemy could evade even retreating squad your precise strike. It's just live exploit of situation where player don't have any power. You just unwilling viewer of doom of your soldiers. It's not fun.
Which is why you dont retreat vs a Stuka, you move a unit in any direction and it probably will escape the line of doom. |
The circle which comes in 4 sets of 4, so you have plenty of time to dodge most of the rockets
Except the katusha has a quicker ToT and has more radius. Ergo, you have less time when compared to a stuka.
There is a reason why a Stuka is pretty bad vs a blob right? |