I read a document prepared by the US army a while ago on US tank destroyer doctrine in WW2. TDs were almost always used defensively and that's how I see them in the game; never chase. Soak up vet and use HVAP shells to consistently give your opponent a bloody nose. If you want to dive tanks and come out alive, then play with Panthers.
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I play recon commander time to time. Here are some of my thoughts to make this commander more interesting while avoiding too much effort on the part of the developers to apply them.
Increased LOS for riflemen:
It's an okay passive ability. Maybe reduce it to CP0?
I&R Pathfinders:
Change their camo ability so that they remain in camo while moving. This allows them to sneak around and keep a LOS on the enemy. Otherwise, they are balanced.
Greyhound: Presently, it's in a weird spot. It fills the role of a light and fast scout vehicle, but we have have an M20 (and it plants mines too!). It also does not scale well into-late game. Here are some changes to the veterancy to address these issues:
>Vet1: Gains ability "Recon Tracking"; Similar to the USSR T-70 ability, the greyhound will temporarily (20s) have an increased sight radius and track infantry on the minimap. The drawback: the greyhound's movements will slow down by ~50% and the main gun will not fire.
>Vet2: Increased line of sight. (+ established vet bonuses)
>Vet3: Increase the line of sight of nearby infantry and vehicles. (+ established vet bonuses)
I felt these added changes will boost its performance and retain this commander's 'theme', and it avoids being op (it's still fragile). It has a unique role compared to the M20.
Overflight recon:
It's okay.
Paratrooper call-in:
This ability is... infeasible. Remove the randomized weapon loadout. Keep it to 1 squad of paratroopers, only. This reflects the changes to the Wehr/OKW commanders (ie. osttruppen with mg's, double P4 call-ins).
There are two options that I considered for this ability:
I) Call-in a single squad of paratroopers (identical to the Airborne Commander); or
II) P47 Strafes the area and a squad of paratroopers drops in. (MP cost + Munitions cost)
Let me know what you think! |
Interesting idea, but I feel that will overshadow their scouting capabilities.
Some changes:
>IRP remains in camo while moving, like the UKF commandos (I just realized Omega_warrior suggested this).
>Increase their XP gain from the use of artillery.
Currently, I use them to keep a line of sight and occasionally annoy the OKW players by calling arty strikes/fake strikes on their med HQ just before their troops retreat.
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Panther is fine.
They are troublesome to face, as it should be. Their AI is horrendous, and the main gun is inaccurate on the move.
What needs to be reworked is the t34/76, but that's another topic. |
I use the Rifle Company!
In a team game (3v3,4v4): Rifle/Rifle/Ambulance*/Rifle/CPT(Oversee production)/Howie or AT**/Stuart or muni cache/Major/etc
*use the ambulance to support your team, and use soft retreat as often as possible. It will help maintain your momentum. Be sure to park it near the fight. Move it back once you have a major.
**observe your opponent's movements and build.
>If they spam inf, build howie.
>If they don't have too much inf, build AT.
>If your allies build emplacements or use buildings often, and the opponent is WEHR, build AT.
>If you see an OKW mech truck, build AT. Use AT to wreck HQ's early game if you see an opening.
Rifle Company:
>The WP smoke ability is the best thing about the Rifle company! It rains down quickly, fast recharge time, and eats away health. This ability is incredibly versatile- it can deny areas, force retreats, force enemies along a certain path, weaken enemies before an assault... It's underused, so most opponents underestimate it.
I use it to dislodge pesky MG's from buildings or blobs team weapons. It's also useful against volk/gren blobs. Fire this ability behind blob's retreating path, or in front them. If they retreat through the smoke, chase them with your stuarts/shermans to wipe them out. Because they have 0 health, they will drop like flies. I also fire it on the OKW med HQ before an assault. Your riflemen will make short work of them.
>E8 Shermans. I only use this in maps where my jacksons do not have the advantage in range. Otherwise, get 1 of them. Support them with 1-2 Jacksons.
>I rarely use the flamer, but it's handy if there are a lot of buildings.
>The sprint ability is okay, but it's a risky ability. Avoid it if you can.
In summary, it's a good commander that relies on the core units. |
Well, if you play teamvteam you're bound to run into pre-arranged teams (axis or allies).
If you're matched up with someone who outplays you, watch the replay and learn their build and playstyle. |
I usually play allies. I think the cloaking ability is fine.
If there were to be any changes, maybe negating or reducing the effectiveness of the JP4's cloaking ability only if it is heavily damaged/engine critical? |
I agree. The valentine either needs a buff and/or its CP req'nt be reduced to ... CP6? Currently, it's only good for observation when it becomes available. Even then it's a poor choice because you have the flare ability. I think it should be developed as an alternative to the AEC.
And the sexton. Garbage unit. It's stats should be revised to the priest's (with slightly less range, damage, accuracy). Presently, a direct hit from the shell will maybe kill one model. |
I think it's fine, but that's my opinion.
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Grenades are a hit and miss. I only tech them after observing how the opponent reacts to my movements. If they're 'sluggish', I'll tech and lob nades. Usually, I prefer not to use nades. I just flank/cause diversions. |