The Pathfinders are really the only thing it has over Airborne now, since the Greyhound can be good, but it's late timing (even with getting CP out of teching) now doesn't suit the LT build at all.
The M20 is much a more practical scout car and the LT also has the Stuart now, you don't need the M8 anymore for a LT build, just use Airborne.
Hell, give Airborne IRs and be done with this doctrine, heh~
IMO it just needs some adjustments. As an idea it's fine but everything comes way too late to be practical additions to builds and the greyhound kinda sucks. |
Recon support company had so many nerf...
3 carbine is not strong because IR pathfinder target size is just 1
problem is not only IR pathfinder
plz buff M8 CP(5->4)
who call the light vehicle in "medium tank timing"? no one use M8
And poor cannon dmg cant deal with other light vehicle(just 40! buff to 80 back!)
Yeah I actually kind of agree with that too. Even the paras could maybe use a cp reduction to 3; 4 is a bit much and no other doctrinal elite infantry comes later than 3cp. |
Removing JLI would turn it into a buffed version of its old self, and JLI Spam would move to Scavenge.
I personally think that'd be a good thing. You could probably get away with a softer nerf to JLIs if they were Scavenge only again.
Yeah IMO the doctrine is too versatile right now even without accounting for JLIs overperforming.
I still think JLIs are way too efficient for no reason though. They're also pretty tough for what is supposed to be a support/recon squad. |
They're a lot more independent, since they have three carbines, which are a lot more useful when shooting at soldiers who have over 40% of health
I guess that's true but still. Would help diversify build orders and if you want just raw dps then riflemen are superior as a squad anyway right? |
They are also the cheapest engineer unit.
I wouldn't say it is hard to vet them get them flamer and merge during combat, pios are probably harder to vet.
What could be changed would be keep DPS the same but lower damage for more accuracy.
+1 |
Title. Not much else to say except that they're weaker, slightly cheaper paths with arty, so why not? |
Faction + Commander Name: UKF Canadian Assault Regiment
Theme: Canadians were always known as the Commonwealth's "shock troops", all the way since World War 1 they had proven themselves in the muddy fields of Passchendaele up to the urban fighting of World War 2. Using American equipment together with stout Canadian men and British air support are a sure recipe for victory.
Unit and Ability Roster
Slot 1: Assault "Tommy" Section
4 man squad armed with American M1A1 Thompson SMGs, also equipped with frag and smoke grenades. Ideal mobile infantry squad meant for urban close quarter fighting as well as spearheading infantry assaults.
Slot 2: M1 81mm Mortar team
Mobile mortar team meant to support infantry attacks with close indirect fire, perfect for clearing out enemy garrisons and MGs as well as providing friendly infantry with smoke cover.
Slot 3: Hold the Line
When on the backfoot don't give them an inch, same as the Special Weapons Regiment ability.
Slot 4: 3-inch M10 "Achilles" Tank Destroyer
Commonwealth variant of the American M10 Tank Destroyer, provides a cheaper and earlier coming alternative to the expensive and slow Firefly.
Slot 5: Strafing Support
Call in the Flyboys, the Royal Air Force stands by for strafing support, from the Vanguard Operations Regiment.
Strategies and Rational
I have always felt that the Canadians were under-presented in CoH2 because there were a lot more Canadian-esque units in CoH like the Canadian Infantry section found in the British Campaign, the M7 Priest as well as the 25 pounder also had Canadian voiced crews. Apart from that, the British are lacking mobile assault close quarter infantry apart from the Commandos, mobile indirect fire that doesn't cost fuel like the Land Mattress and a less expensive and more mobile tank destroyer.
Additional Context
Here's a funny little picture I took from the All Units Mod a long time ago which pretty much sums up my idea, minus the Assault Section and Air support abilities:
I really like this.
I would definitely give the assault section a WP grenade either modeled after the comet shell in grenade form or the obers' blendkorpfer (so it either doesn't slow infantry and doesn't block LoS a la comet or does slow infantry and block LoS like obers) possibly along with a normal mills bomb too (obers have the same thing and they don't even share cooldown, and these are supposed to be assault infantry).
Also I would probably replace either hold the line or strafing support with something else just so its not overly offmap airstrike heavy. Maybe vehicle crew repair to help out with repairing groups of achilles, but then again that ability is in a lot of commanders so I don't really know. Just food for thought. |
I think the sector bombardment from overwatch is kinda OP. Even when the circle goes out and the planes go away, there's a chance that you may receive a bombardment on your head. There is no clue to how much time do you have to wait till the ability really ends, and at least a couple of times I lost whole squads trying to advance after the minimap marker went off.
The actual ability is also like 2x larger than the minimap circle and it seems to have a pretty fast cooldown (faster than p47s at least I think). Kinda broken in almost any game mode because you can just baselock people with it by calling it somewhat nearby their base sector, since the thing takes up like 1/3 of a 1v1 map. |
Are paras worth using?
Yes.
Is Airborne worth using?
No.
+1
But thompson paras do scary amounts of damage if you can be smart with them. It's really one of the only reasons to use the commander lol. |
Replace RE smoke with mortar and you can achieve the same result.
In fact you can literally just mortar the thing out with your glorious T0 mortar.
Sorry for coming off as a bit abrasive, I just wanted to get the point across that USF have plenty of tools to make things get out of buildings.
True, they do have the tools; they exist. Point I was trying to make was that in many cases its a lot easier/cheaper as axis to clear garrisons especially against machineguns that take literally 2 entire bursts to suppress if RNGesus isn't feeling particularly generous.
And meanwhile UKF... |