Snuck up on a 42 with some Commandos the other day, chucked a Gammon bomb in and all looked good.
Gammon bomb killed three models, 42 almost instantly pinned the squad which then had to retreat. So even with the premium tools available I couldn't take a garrison.
Against a Vickers no stealth or doctrinal grenades needed, just wander up with a piss cheap squad and kill it.
Needs a small buff to supression or it's target types need a nerf to take more suppression. |
I've been trying and failing to find a way to play without the AEC since it's nerf and price increase. Lost a lot of games but learned a few things.
Uniquely the AEC allowed you to take ground which your forces were then capable of holding. Cromwells too but they arrived too late to turn the tide of the economic side of things and particularly against OKW you were always behind only to find yourself outmatched by the OKW endgame.
Hence it hasn't changed that much if you choose bofors or don't side tech at all. The caveat here is the handful of games I played where vet was working on Stalingrad, completely different game and Tommies seemed to be powerful enough with vet retained to make a real difference. Course the silly bugs did get in the way a bit.
Not sure where I'm going with this except to say that noone really knows anything about balance until we get working vet, however the complete lack of a snare is and always has been a glaring hole in the UKFs toolbox. |
Two barrages from rocket artillery could kill a ..... truck you say?
Ooooh, the horror! |
"Ye=ou have a cheap, mini panzer IV at your disposal, use it."
If only we did, the PIV has almost as much armour as our 'heavy' tank.... For reasons which noone seems able to explain.
Given that the PIV was considered to be underarmoured for almost the entire war and suffered grievous mechanical problems from the weight of it's inadequate armour the in game PIV is one of the strangest beasts, in terms of all round ability, I've encountered. |
Yeah that would work.
I personally do like the idea of the Hawkins, either thrown or laid as a mine, as it is historically accurate. Wouldn't have to be super dooper powerful or do much if anything against infantry, just blow a wheel or damage a track for a nice crit.
The manpower and fuel for the Mills bomb is outrageous, especially given the manpower problems the Brits always have with their very expensive but only situationally powerful units. Merely adding another grenade type to the upgrade would be my preferred solution.
Whilst I completely agree with the Piat I think agreeing a consensus on a single change would be more useful than a wishlist which would likely be unbalancing. Piat ambush would be nice to have though the idea of having a squad to spare to use such an ability doesn't chime too well with my experience. With cover being essential and map control quite an issue spare squads tend to go to garrisons rather than snuck into random bits of cover. Engineers especially are used to close with and deal at close range and Piats can be surprisingly useful at close range against infantry. What is needed is a way to snare the currently unassailable diving and kiting Panthers which bounce everything but Piats. |
The Hawkins grenade would be a perfect foil. Can't remember the last time I spent half a squads worth of manpower plus precious fuel to unlock mills bombs...
It might be obvious but your chances of getting a sniper up to Vet 1 to counter the 222s is massively reduced by the number of 222s now on the field. The only snare the Brits have is the AECs treadbreaker which locks out the only effective light vehicle area denial and is hopelessly bugged. |
"At max range this guy even miss OKW trucks, I'll take zooks/PTRS over this POS anyday."
Yes they do, though they miss consistently in a way that makes them oddly useful. Piats almost always overshoot, and with their 45m range adding to the overshoot ( at least 5m, maybe 10) it gives them a huge radius of fire. You miss most of this unless you use them in garrisons with vet1 IS or with pyro IS. They also do some interesting if somewhat haphazard damage at extreme close range, which makes them very useful against pios and the like storming your garrison. Not generally enough to prevent a capture but useful.
One thing I've noticed is that dual wielding squads don't seem to be anywhere near as effective as spreading Piats out across your squads. Giving every squad a single piat sees them flying all over the battlefield from odd directions which seems to be much more effective than having dedicated teams. This again is mainly due to their range and inability for engies and basic IS to self spot. Also gives some play against the better infantry types and if in doubt just sit tight in cover and see if the RNG gods give you a roll. Sometimes you can even get shots on mortar teams and the likes which ups the oppos micro if nothing else.
Yes pyro tommies might lose their sight range eventually but I've never really noticed this in game to be honest. Also even though vet was particularly broken for the Brits squads landing the odd piat on a vehicle vet up much faster though two in a squad seem to water down the AI effect to disastrous levels if they go for LMGs. Piats don't fire on the move ( though I wonder whether Commando ones do a la Brens, should test this) which makes them very inefficient for trying to chase anything, though as your Tommies always go from cover to cover their out of cover debuff doesn't really matter so much.
Saying all that I wouldn't step over a Shreck for one. Or for two of em if truth be told. Three might cause some thought. |
Lol, how many OKW simcities do you need to lock down a VP or two cupcake?
Poor precious little dear finds it to be unfun dealing with the odd mortar pit or bofors. Awwww, is there a pea under my princesses mattress? |
Sometimes they'll win you the game, sometimes they'll lose it for you. En masse they can be deadly, but it seems to depend too much on what you opponent builds infantry wise.
Totally disagree on never giving them to Tommies, you need the sight range of pyrotechnic tommies to use them effectively as their biggest strength is their range. Can be quite effective with an AEC willing to dive too. If treadbreaker worked then I think Piats might come into their own though frankly they are a bit of a curate's egg. |
It hardly needs brace, it has armour, 2000hp, is free and has a firing range that puts it out of reach of most units.
If you can't take out emplacements with Leigs alone then you really need to consider Candy Crush Saga as a career move.
Your thread may have been about Allied Sim Cities but looks as though it has, quite rightly, been hijacked to pose a more cancerous issue. As the Brits I try to keep mobile yet face an OKW sim city almost every game without any of the wonder weapon counters that you whinge are unacceptably underpowered.
I suspect if we had the stats available for the number of emplacements that die per game compared to the number of times a Schwerer is taken out in a UKF / OKW matchup it would be so weighted as to not require any further comment.
Indeed I rather suspect the stats would indeed show an order of magnitude, just not in the direction that you attest.
Frankly this is not even a L2P issue, it is only natural that the meta changes with the addition of new commanders and you should recognise that your tired, boring and abusive playstyle is ( finally) at least partly countered.
#Adapt, OWK is hardly short of tools. |