All the “free” German things you named aren’t actually free. They all cost resources. Have you ever even played axis?
And it’s not like allies don’t have great artillery and infantry too.
It's the tech structure, and that's it. If you gave USF their HMG, AT gun, and pak howi all in t0, they'd only be really lacking a flamer. Their tech structure is just so bad though they get ham stringed by either kiting lights of the luchs or flamer HT, or can't hold off the mass volks spam because they went CPT. And relying on zooks alone for AT is a big no no.
+1
That’s why I almost always use recon support. |
4 penals is a bit much and not super flexible IMO - maybe try 3 and a sniper if you think you will be able to micro it. Then getting a guards squad to counter luchs might be a good idea. Conscripts backed up by maxims and at guns is also pretty decent and they’re much cheaper to reinforce. |
I wonder, does anyone actually uses UC for CARRYING things, like troops? Mostly i've seen it only to be transformed into fiery WASP later, or to serve as mobile suppresion platform. But i wonder, if you can put in engineers squad, flank to FHQ-medbase of OKW, then get some demochardges and take a quick getaway.
Or flank MG/pak-wall it with commandoes inside and wipe it out of existance.
Well engineers don’t acrually have demo charges and commandos are better off just utilizing stealth. The UC is usually either dead or upgraded by they time anyway. It’s decently useful for flanking lone mg42s (or even just rushing through their arc if need be) and then dropping off an infantry section right behind it in the very early game though. |
But that would also be an insane amount of pop cap to invest in an armored indrect fire unit. I can't imagine that would be worth the risk in 1v1
Yeah probably not. Two at maximum in 1v1s is more likely and still very effective though, and I believe they are only 10 pop a piece, so almost like having one comet or panther or brummbar. That leaves you free to have a decent amount of infantry and possibly even a jackson. I personally don’t use them very much though. Better to let the BARs work on infantry and invest in as many Jacksons as possible in most cases IMO. |
I'd say a Grenadier squad to faust any light vehicle that dives for the AT gun.
Part of the advantage of light vehicles is how quickly they can reposition around the map. If the Flame HT is reliant on a Pak to defend it then it has to stick where it can retreat to the Pak.
That's part of why the Puma's such a good pairing for the 251: the Puma can keep up with it.
+1
It’s also much better offensively if they come in with a light vehicle and you find yourself in a position to dive it. |
And this is why we are likely to see more Cavalry Riflemen then Paratroopers once the balance mode changes go live, they will have good CQC, smoke, snare and surpression, much better than Paratroopers while being much cheaper.
Same price but much tougher on a man for man basis for most of the game, in exchange for less dps and no tactical assault or paradrop reinforcing.
@leoverlord: you do have a point about smoke. Even giving them sprint might be a bit much considering that they have the best smgs in the game. |
Yeah a lot of the gammon bomb’s relative uselessness has to do with timing and faction design. That’s mostly why I suggested making it stick to vehicles (with extensive changes etc.) as that would at least let them add something useful to the faction. Even if they came earlier, the issue still remains that literally 2 units have smoke before tanks come out: the mortar pit, which is not very practical for 1v1s IMO, and commandos, which clear fortifications better by themselves anyway and would probably only be slowed down by trying to support infantry sections trying to clear fortifications with heavy gammon bombs in most situations. |
You just posted a second time saying absolutely nothing meaningful. Typical Ally player as described in my post.
Guess you don’t know what irony is. Shame. |
The fact that it dies in 2 at hits makes it pretty balanced IMO. It’s very high risk high reward and is fairly easy to kill as allies most of the time since it has to get so close and usually doesn’t have smoke. |
I've seen Helping Hans using them quite a bit, but other than that they seem to be a rare sight in higher level games, and at least from a viewing perspective, they don't seem to be all that fearsome. On top of that I imagine that they kind of force you to go captain or air drop AT, so you don't get bumrushed by opponents armor.
But after your post I guess I'll have to try them out
Like everything else that has autofire, their effectiveness gets compounded when you have multiple. 3 Scotts can be very scary if they can protect them well.
Their projectile is also very fast. |