Replace tellers with Riegels and it will be a decent doc
I would, but there a problem. They don't have a 251 halftrack (which wouldn't be included in the commander). |
the problem is that it includes an entirely new unit with entirely new voice lines. sad to say that it wont happen.
Recycle Jaeger Light Infantry voice lines? |
Hello and welcome! I'd like to discuss a way to keep panzerschrecks in the game, for the OKW. This is something that Relic might already be thinking about if they have decided that panzerschrecks are gone for good after this patch. I decided I'd come up with a doctrine that would preserve the OKW's AT capabilities, and I decided to name it: The Panzerjäger Doctrine.
Commander Picture:
Commander Description:
Disable and destroy enemy armor with a variety of anti-tank weaponry. Equip sturmpioneers with cheap and reliable panzerbüchse 39s. Bring a halt to enemy armor with teller mines. Use elite panzerjäger to chase down enemy armor. If the enemy attempts an armored assault, the sheer stopping power of the Pak 43 anti-tank gun will destroy their tanks one by one.
This doctrine would consist of the following call-ins/abilities:
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[1 CP] Sturmpioneer Anti-Tank Package - Equip sturmpioneers with 2x panzerbüchse 39's to fend off light enemy vehicles. (60 Munitions; No longer can purchase support package)
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[3 CP] Teller Mine - Sturmpioneers can now plant anti-tank Teller mines. (50 Munitions)
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[4 CP] Panzerjäger - Dispatch an elite tank hunter squad equipped with anti-tank weaponry. (340 Manpower; 9 Population; Can be upgraded with 2x panzerschrecks).
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[4 CP] Artillery Flares - Flares are fired at the target area, revealing the area.
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[8 CP] Pak 43 Emplacement - Pioneers and Sturmpioneers are able to construct powerful Pak 43 88mm anti-tank gun emplacements.
Note: The 'Pak 43 Emplacement' will be in the layout for now, but i was thinking of adding a(n) [8 CP] Flak 88, or [6 CP] AT hetzer instead.
I'd just want to hear your thoughts on this idea before I explain it any further, and experiment with it via the attribute editor. I wouldn't want to waste my time experimenting and compiling an in-game preview (A Working Mod) of this if people don't like the idea. If you'd like something changed in this doctrine's current layout, please feel free to share it in the discussion area bellow this post.
Anyways, thanks for taking your time to read this, and I hope you have a good day/night.
~Karbinder
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Close the pocket is fine. |
I over-exaggerated (as you should know). They aren't completely crippled, but adding schrecks via panzerjäger would give people a better reason to go medical HQ, and would still keep the balance achieved via everything else in the patch. That's my only complaint at the moment. Otherwise, I apologize for wasting your time and brain power on a semi-pointless discussion. Anyways, normal discussion shall continue. RIP OKW Crippled debate. |
You are going to have to adapt to using micro and combined arms to kill tanks. 2-3 Volks will no longer be able to A-move and shoot a Pershing down to half health w/ good RNG.
You say "fausts don't help." Yes, yes they do. Even top Allied players drive their vehicles (from UC to heavies) into Faust range all the time. The OKW ATG may be crap compared to Pak-40, but it can freaking cloak. One Faust + 2 cloaked ATG (properly positioned) = dead Allied light / medium tank.
PIATs aren't reliable and Zooks lack the penetration and damage against high armored / high health Axis tanks. Soviets / UKF and lesser extent USF have always relied on proper use of combined arms (snare / ATG / infantry support) to kill Axis tanks. I don't know if you've played a lot of Allies but what you're struggling with as OKW is something Soviet has been doing since 2013.
Jesus Christ, I never said anywhere that I miss volks w/ A-move panzerschrecks. I just want something better than a raketen. Something that isn't one-shotted by any explosive weapon. The fact that it survives past 10 seconds in combat is 100% RNG dependent, and you can't even put distance between a tank and a raketen because it has an absolute shit range.
but it can freaking cloak.
Which is great for defensively supporting retreating squads. Notice the wording: "defensively supporting". It's meant to defensively support squads when pushed back, not to be the backbone of your early-mid game anti-tank capabilities. It not only greatly limits your chance to be offensive with infantry, but it also can barely be effective defensively w/o being wiped. Unless they're adding more squad members, or buffing the range, it's a waste of manpower. At least PIATs and zooks allow you to be offensive. Trying to be offensive with volks + raketen is like trying to carry a suitcase full of rocks up a 20 story building (without an elevator). The fact that schrecks aren't being re-implemented on a different unit single-handedly defeats the purpose of OKW's faction design of being offensive and keeping constant pressure on your enemies. It's slowly turning into Ostheer where you have to react to your enemy all the time, and almost never the other way around.
Also:
Fausts ARE useless if you have nothing useful to support it. |
Sorry, but why didn't you use faust, mines, flank?
Sounds to me like you're just struggling to adjust to the lack of Schrek-blob. Dare I suggest you give it more practice?
Fausts and mines really don't help. They might slow them down, but it's simply not enough to hold them back for more than a minute. They desperately need a form of reliable AT. Volksgrenadiers are currently in a great place, but as long as they have no reliable, mobile AT support, all they can really do is just sit there. |
I also do feel that the Rakettenwerfer is too easy to decrew, which give you a poor quality of AT in the game. Yes it can go in houses, but when you assault it with a tank or what ever you want it´s the easiest thing to kill. Unfortunatly you have to go in houses to be sure it don´t get whiped too easily. With schreks on your volks it wasn´t that big of a deal, but now without it´s a way bigger deal than before.
Yea, the raketenwerfer wasn't meant to be the one AT stopping force of the OKW, but now that they've lost all other credible AT weapons that are acquired before mid-game, it has a heavy burden. It was meant to be a support AT that you can use if you're pushed back that can fight alongside with your schrecks. |
From the past couple days of experience with this mod, I've come to the conclusion that OKW is very easily crippled at the start of mid game. If you don't have all fuel points on the map, it's GG. If the USF get a sherman before you have either 2x puma, 3x raketen, or 1x PZ IV, it's GG. The raketens are easily wiped by anything that has HE, the 2x pumas will be too late, and the PZ IV will also be too late. You practically need a Wehrmacht ally for you to even have a chance to last past mid game. It's nearly impossible to push anywhere by the time the allies have some armor on the field without any handheld AT. Panzerjäger or ded gaem. |
Have you tried posting this in the State Office? |