If you don't put the pit too far forward the leig is not so good against it as it has to get quite out of position to fire at it. Unless they use the opel blitz reinforcement truck, this is not going to be viable as the leig does not have retreat and dies very easily for a team weapon.
It's funny how people talk about the 400mp mortar pit being expensive when it doesn't even have any manpower bleed when it is damaged, unlike other mortars in the game. This makes it VASTLY cheaper than other mortars.
Having said all that, I don't usually build a pit until the later mid-game as there is always something more important to spend manpower on in the early game. Antaria brings up a good point about using it for smoke though.
Damage and accuracy is tied to weapon, not model, weapon does not transfer as its squad dependent.
Transferred models get destination squad weapons, but keep their own base received accuracy, so merged penals are even more fragile.
All the vet bonuses still apply, they just do not tranfer.
If vet3 con got say 40% rec acc bonus and vet3 penal got 20% rec acc bonus, after transfer penal con model will have 20% rec acc bonus and penal weapon.
Have you actually tried to play like that?
Because I did, both pre and post penal buff, 2 penal 2 con opening.
That con squad will do absolutely nothing then merge, retreat and do an odd cap.
Yes I sometimes play this, but only in 2v2s and I very much notice the increased manpower. I don't really think about it as I see my cons as damage shield for penals in those early engagements. Or if sent into mg arc Penals can flank more easily. If I happen to see a con squad and penal squad both at base or it in the field I do the merge.
I think cons at vet 1 annul their received accuracy deficit with penals and at vet 3 they are better than penals, roughly speaking.
Because its very micro heavy, it makes at the very least one squad do nothing but move between base and field, if that squad actually performs combat, you're not going to have full health and bleed will increase, you'll be left with under vetted squad by mid game and while cons are better now, its still a suicide. Its worth the effort exclusively in the first 4-5 mins, then lights hit the field and you aren't going to have enough space to not retreat all your squads to heal up as doing otherwise will, again, only increase your bleed despite hypothetical cost decrease and it works only in 2 penal 2 con opening, where you're going to do MUCH better with 3 penals and M3. Cons also have rec acc greater then 1, which means they'll bleed more overall, but transferring their models to other squads means these other squads will not receive the bleed as cons themselves have strong rec acc vet to counteract that weakness.
It used to be a thing in the past, very briefly and only for a niche BO.
Nowadays its an act of desperation, not viable move. That's why its not being used.
AND its greatly inferior to OKW forward reinforcement/blitz truck, ost 251, even derping with USF ambulance and brit forward assembly.
The con squad fights as well. It's not just a shuttle between squads. Just that when you retreat a penal and your con squad, the cons are cheaper and faster to reinforce, so you merge at the HQ. Your penals can then leave instantly while the cons reinforce again. Then they go back out into the field. You are right that it is only really a thing in early game more because you eventually might lose that con squad as you micro-prioritise your penals or other units. You are unlikely to replace the cons once they are gone. Anyway the strategy works to reduce the bleed and field penals more quickly from retreat. Obviously the stats aren't the same between models but guns are as you said and conscripts have unique advantages too. Plus having that con squad around helps in other situations too with merging teem weapons. Overall it's really no more micro intensive than Brit healing.
It's pretty easy to get beyond the manpower bleed with penals. You have a token squad of cons just to reinforce and merge into your penals. Saves a lot of mp.
While you're on the "don't forget" duty, then don't forget about both axis factions having HMGs with cons are helpless against.
What are you a comedienne now Katitof? Cons can, if not walk through an MG34 arc, then oorah through it and either lob a molotov or PPsH the MG crew to the afterlife. Also Soviets are probably the easiest faction to flank with, seeing as Cons are so spammable. So there are plenty of options. You know this.. But just to recap, are you seriously saying MGs hard counter PPsH Conscripts? I don't know if you are playing devils advocate just to wind people up or if you just come to Soviet defense no matter what.
It is immune to single countersnipe but it is the only sniper that dies to a single mortar round. I would say it is just as hard to kill as ostheer sniper.
Yeah that's a pretty dumb thing to say. You mean a soviet sniper COULD die to a single mortar shell if the models are clumped and it hits the exact spot... rarely. On the other hand, the Ostheer sniper WILL die if it is countersniped.