I don’t build additional sections in like 90% of teamgames. My build order usually goes
(Starting section)
Hmg
UC
Tech up to t1
Sniper
Engineer
Aec sidetech and aec (asap in case of 222s or luchs, but the aec will remain useful throughout the game even against kts and the like because it can immobilize)
Weapon rack tech
(If I’m going mobile assault) 2nd engineer for flamer
2 commandos and an at gun in whatever order I can get them
Tech up to t3
Rely on my teammates and at gun + a sapper with PIATs + aec + sniper turret lock shot as at and rush a comet
I like focusing on commandos instead of sections because commandos are much more cost efficient and you can get through the early game provided you’re smart with the UC, starting section, and vickers, and can often do it without even losing models or retreating. Commandos give you a lot of float if used right because they will inflict exponentially more casualties than they receive if you focus on ambushing and controlling engagements so you’ll win (i.e. backing off until you can, say, distract him with other units or suppress his infantry with an mg before engaging) and are great at wiping squads since they can camo and your enemy will be more or less unaware of them and retreat easily killable squads into the path of your commandos. Commandos are really the only reason I even play brits still and kind of have to carry you for all stages of the game where they’re present. My commander loadout is usually just all 3 commando commanders, which I basically pick from based on powerful offmaps (commando regiment), land mattress and flamers (mobile assault), or croc (vanguard).
I usually just don’t get the bolster upgrade or mills bombs until I’m almost max pop, since commandos will be doing the brunt of the fighting lol.
Really my best advice is make the most of commandos and heavily emphasize combined arms with literally all your units at all times. That’s where all the British potential lies right now and otherwise there’s not much reason to not just play soviets, as the gaps in the Brit roster hurt sometimes. It’s very workable though, and is very fun and effective if done right. |
I agree with zoe that the Brit commander revamps seem a bit underwhelming. I like the royal arty rework but tactical support still feels pretty underwhelming in general. The only idea I really have for it is giving them an infantry squad in addition to or instead of the forward observation point along the theme of an artillery officer or something, with the same abilities as the observation point. That way it wouldn’t be so situational and static. As if the brits need more static elements. Maybe give the squad smgs and make it similar to the ostheer artillery officer as good infantry support and a decent cqc squad that can hold its own in combat, as that’s another thing brits lack in their vanilla unit roster.
I feel like breakthrough would be improved a lot if A) we actually made the sturm offizer perform like an actual unit. I.e. rework it's stats, cost, timing etc, gave it veterancy since it doesn't have it, and lastly looked at the abilities a bit. B) Make breakthrough artillery not drop on the sector point, but somewhere in the sector and ONLY in the sector where you did select.
Also can we re-add the "fallschirmjaegar on ze field" line when they drop in? That was either removed or forgotten about when they changed from an infiltration unit.
+1
Maybe decrease the cost but also make it a more normal, comparably precise (compared to the entire sector) barrage. |
Let me point out that 5 men grenadier are not available from the get go since the require CP2.
Let me also point out that my suggestion about 5 men grenadiers, also suggested a tech cost attached to them, being more of choice in investing on infantry at the cost of delaying vehicles.
Having 4 man grens with good team weapon support that scale into 5 man ost rifles is still much different from starting with only rifles and then getting like half your team weapons depending on what tech you go for as usf (because of wonky teching). The former provides infinitely better scalability than the latter, which would be a problem. On top of this, pgrens already exist as aggressive mobile midrange infantry anyway, and would do a much better job in almost all situations than riflemen with 5 garands. Remember that pgrens are almost always going up against rifles with at least a single BAR and can often handle rifles with two when they’re vetted.
So it’s paradoxically a bit overly scalable and superfluous at the same time |
Would 100% rather rework them as alternative high cost high scaling 5 men mainline with 2 g43 and grenade assault.
4 men squads should take panzershrecks
+1
cheap? arent pios from ukf ans asf arent cheap? and volks had only 1 schreck. ukf and usf can give to ALL of their infntery TWO handheld AT!
or mix them up with lmg...blobb this....and u get a much better volkblobb
You’re comparing a 6 man squad with 2 g43s, grenades, flares, and an at nade to literally engineers. Nice. |
When they give up their free units with tech that help them maintain pressure early game, sure.
#CheckYourPrivilege
When they don’t have to spend 500+ manpower and 50 fuel on nades, racks, and their only source of healing, sure. |
I said that either sturm or panzergrens would be ignored because one of the two would be inevitably better at covering pretty much the same role.
Somehow that turned to "Sturm would be useless and specifically because they are weak"...WOW
You are just further digging the hole trying for strawmans but the truth is...you were looking for someone to jump on and decided to completely ignore 80% of the post and completely modify the meaning of the remaining 20%, or you are dense and you couldn't actually understand it, but either way i'm done, seek for a brawl with ullumullu instead, this thread is for the balance patch.
Point stands. No understanding of the concept of sarcasm or hyperbole. |
No it doesn't, strawmanning my posts to pretend it does won't change it.
It even says half or full slot wasted because it is not sure if panzergrens or sturms would be ignored.
Learn to read
Ignored still implies it is effectively useless. You also still haven’t caught on to the fact that the original post you quoted was gross hyperbole and sarcasm for effect despite me explicitly stating it. Then you went on to make me think you actually think they’re useless in the context I described
Learn to speak English. |
Don't grens have a target size smaller than 1? I don’t know one way or the other but I always kind of thought they did. I know for sure pgrens do. |
Thats more or less what I did do
My HMGs were covering the front line with mines in front of them or a Cons squad ... at least most of the time
My advice there would be don’t pit two or three units against an entire blob no matter how many force multipliers you have. Mathematically you’ll lose almost every time just by sheer overwhelmingness of the blob. Getting a t34 or two in there if possible would help, as would having more infantry in the area to help. To that end, good general battlefield awareness would go a long ways here (even without actual recon abilities/units, you can sort of predict where he’ll be coming and how soon based on time elapsed from his last retreat, and having more infantry or tanks screening would help alert you a few precious seconds earlier that he is coming).
Attack move command. It won't redeploy if you miss clicking the squad.
My god why have I never thought of that. RIP to all the vickers and mg42 teams that had to retreat because I missed some squirrely infantry model with my mouse XD |
Patch should simply stop trying to make units more attractive by increasing the DPS and try to add utility and new tactics for non mainline infantry.
Like commando camouflage on stormtroopers or 5 man gren squads. I think that the patches are moving in the right direction at least. |