Sten only, so with 3 LMGs you would gain a bonus for only one or two stens. |
I'm always short of munis... |
Tommies with pyrotechnic upgrade ( + 10 sight range) and vet 1 (+ 10 sight range) don't seem to get one or the other buff when garrisoned.
Also sniper's critical shot isn't useable against the Schwerer ( description states all targets) and sniper targets the structure rather than the crew, who are clearly visible.
Tommies, and possibly RE too, firing Piats experience long wait times between volleys. Most come out as normal but it is as though they skip a volley every now and again. Also Tommies seem to have an overall slower rate of fire than engineers from garrisons with Piats.
In some instances Vickers don't use their enhanced Vet 1 range despite having opposition forces within sight. Only seems to happen in the enhanced vet 1 range zone. |
Half damage to flames in green cover? If anything my Tommies get crisped twice as fact in green... That's flamethrowers or flame grenades, both of which are often spammed.
Bit confused about sappers bringing Sturms down on approach as sappers do next to no damage at range higher than 8m. Sturms don't do much either. When I tested it Tommies could only bring down 1 Sturm across red cover on approach, and then died quickly to them. |
"vetted Royal engineers can sometimes beat a SPIO. that says it all
5 men Royal engineer squad beat the SPIO."
Only vet 0 scenario I could find where engineers beat Sturms is defending in green cover whilst the Sturms approach. Still close, Re would lose 3 or 4 models.
Sturms defending only lose a model, startng both in green Sturms win easily, starting both in no cover Sturms win easily etc...
Think this would tilt more towards the Sturms with vet applied. |
UC command vehicle costs 210 plus 75 munitions, counter costs 210MP and gets free Vet. Command vehicle has to sit in base due to the nerfs whilst 222 is a damned useful unit.
This commander has already been nerfed into the ground. |
There is a way you can reinforce Sappers for 6MP a pop.. Which I'm not going to defend!
Sappers do need to be combat capable, though having the choice between builder unit and combat would be nice ( mine sweeper upgrade could be used to differentiate). I'm not convinced they overperform at Vet 0, 1 or 2 and we should bear in mind that the UKF late game is supposed by design to be powerful.
Also worth noting that Sappers make up the UKF's infantry AT, and are awful at it, though merely less crap than Tommies.
They are the de facto close assault infantry so could do with area denial grenades, would happily trade this for the Vet 3 reinforcement. |
They do beat pios handily, provided you get into the cover with them to use the RE's bonus. Otherwise it was fairly even with RE being slightly more powerful.
Couldn't find a situation where they even came close against grens though. |
Thread: help19 Mar 2016, 01:10 AM
Hmmm....
Are you hard wired to your router or wireless? |
"I don't understand what's your point in this topic mg counter sturm as ukf"
And how many OKW players build nothing but Sturms? If they are kind enough to let me know beforehand then sure a steady stream of Vickers will pour out of my T1.
Until I tested them I didn't realise how powerful they are - or by extension how poorly most OKW players use them.
Listen I have no issue with one of the factions being an easy game, a nubbins faction if you like. Some of us like a challenge and whether Brits were uber powerful or utter crap ( And they were!) I'd still be playing them. Lots of 13 year olds out there don't see things that way and are merely drawn to whatever happens to be the easiest, and I suspect whoever has the sexiest boots. Not my thing, I'm married thanks. Again, all fine and dandy by me though - just keep it in your bedroom.
With Vet fixed however the game has changed somewhat and some of the little perks that OKW have enjoyed are now a bit..... Too perky. Want me to test Vet 4 / 5 Sturms against Vet 3 Commandos? |