...they will be either suplement to your army (Cpantha after p4) or last ditch effort - you played your cards bad early on and thus you will risk everything in one card...
By these changes we will move calling from first order optimal build to suplemment/ all in units.
This! Very much needed! However, put them into their respective tier is better than increase CP (CP still there to limit you from getting them too early on, but if you tech right, they'll be available just in time you finish teching that tier or CP can be removed for these call-ins, actually) (More in spoiler so it won't get off-topic too obviously):
Back to the topic, in terms of OKW design, I think their teching choice (And the USF as well, before the mortar arrived) is a heavy risk - reward system. You go Med, you risk your army being quite vulnerable to LVs, but it rewards heavy infantry play + indirect-fire weaponry and later on, rewards you with early Obers rush. You go Mech, you risk your army lacking consistant healing, lack of indirect-fire and slower teching for Obers/medium tanks, but it rewards you with some of the best LVs in the game in terms of synergy. Same things go with the USF, but the mortar kinda broke it. The old OKW design was weird and sometimes, annoying to play around with, both for the players and for those played against them. You might think that the old system sound way better (That special snowflake of an army, limited resources with mighty troops) but trust me, the "special snowflake" therapy ain't gonna work... I mean, look at Brits! That's a special snowflake for ya. So many problems already clouding them since the first second they were launched!
I always am sad when my Obers get to vet 4 and stop dealing nearly as much damage.
How? Passive suppression, passive healing (Vet 3), - 49% received accuracy in total for the smallest target-size squad in the game (from 0.7 down to 0.357), + 40% accuracy and - 25% weapon cooldown... That's god-like as f*ck! Maybe just me, but I love Obersoldatens the same way I love water. At least 1 of them and your army feels way much better in terms of AI. And then, not to mention the squad-spacing buff in the next patch, they gonna get way much better. If you still get them, keep doing it! That's very good!
I don't think it's possible to vet. 5: ... Panzer 4, ...
Well, I did get a Panzer IV to vet 5 in a 1v1 match, but not after killing like 2 Pershings (Basically, it's quite hard, however, vet 3 - 4 is quite achievable multiple times if micro properly):
Also, once almost got a vet 5 Obers, but then the dude surrendered (1v1 match as well)... quite sad. Beside that, in terms of the topic, it's quite true that some units are quite impossible to achieve max vet in 1v1 (Larger team games are more possible, in my opinion, if they just know how to preserve better/if there isn't so much of a slugfest!). But that doesn't mean they haven't achieve their powerful potentials, vet 3 is a good vet to be at, further than that, they're just better than normal max vet, in my opinion.
Does it work though?
From what I understand Fusilers have much better vet bonuses and are exceptional at long range with the upgrade, but lack automatic firepower and anti vehicle capabilities
It can work, I guess, but at a cost of very intensive microing! Basically, you'll have to wait till 2CPs with your army only consist of Sturm and Kubels (Which is not that easy, at all!), then when Panzerfusilliers are available, you can't just spam a load of them yet (290MP, 40MP more compare to Volks). Their weapon's profile is actually weaker than Volks, both their normal rifle and the G43s (To compensate for them being 6-man, yes, but I'm not sure how good can that be, since the StGs on Volks are still very potent compare to G43s) so despite the vetting of Panzerfusillier look nice and shiny, I'm not sure if they are worth it.
To be honest,in 1v1, just stick with Volks, they're not that bad. Panzerfusilliers can be used as replacement for Volks if things got shady, and that's pretty much it. The doctring itself isn't very potent in 1v1 (Breakthrough Tactic is good; 2 infantry call-ins are meh at best; the arty and the Jadg are just not really worth the investment), unless they make Panzerfusilliers to be call-in at 0CP then Ok, the strat can works, but at it stands now, very little worth you can get from it.
Ah yes, the Volk-less strats... Me and Wouren used to talk about this. I have tried this a few times in 2v2 before I started to fall in love with Obersoldaten and 1v1, so I just go 3 Volks and Ober rush (So far, it's way better than delaying yourself, waiting for Panzerfusilliers), skip the LVs stage since that's when Allies reign supreme in 1v1... Pass that moment and your Panzers are your best friends!
Nevertheless, try it out if you really want to in 1v1. However, maybe try to go with Mech for Puma, since Panzerfusilliers are slightly more resilient compare to Volks, so make some use out of OKW's LV arsenal.
It's the range of the ability that determines the range of the snare, not the range of the weapon. I don't think that the range of the weapon, in anyway, affects the maximum range of the ability.
If I wanted to order snares according to their range, this would go as follows:
- Tommy HEAT nade: 20
- Grenadier/Ostruppen/Volksgrenadier snare: 18
- Everything else (includes Fallschirmjager snare): 15
- Penal satchel charge (WBP): 10
Certain units (e.g., Riflemen/Pfussies, have a minimum range as well)
So basically their casting ranges are the same... if that's so then you can close the thread then. I thought/felt that the Volks' snare kinda shorter than Grens'... Maybe just a feeling and mis-info.
Welp... Holy Christ! 7 out of 8 infantry squads in 1 group... How can he even command such a massive group of troops? Much skills, wow! ... 7 out of 8 infantry units... Good lord...
Anyways, basically, this is how you deal with massive blob: Just don't engage it! Get at least 2 MGs and 2 indirect-fire weapons, and most importantly... blob-wiper (KT, Tiger, Brumbarr, Sturmtiger,etc.)
The range of Ostheer ability "P.Faust" is not 30. That is the max range of the weapon which means the weapon will not fire if the target moves beyond range 30 before the weapon it is fired.
it said range of grens'faust on the stat.coh2.hu is 30 so I thought it was that firing limit when you start targeting/aiming for targets... I might be wrong, i'm not sure, but still, gameplay-wise, Volks do have a shorter target-acquiring range so I think they should get to the same as Grens through veterancy, like vet 3, for example.