Another factor I use Airborne is for Paratroopers to further add AI to my army since going CPT I give him bazooka's and his On Me Ability! is very beneficial to Paratroopers of either variants.
Also the posts by you on USF changes from the patch I do agree wholeheartedly
I've also always liked airborne and it still holds a special place in my heart but how do you deal with it being so manpower heavy? I used to use it at lower ranks where I could afford mistakes and didn't bleed as much (due to not being as properly aggressive). |
2 panthers is 350 fuel and 3 panthers is approaching 525 fuel. Think about that level of fuel investment for a moment when considering their performance.
Aa far as the old comets, their main gun at the time would kill 1-2+ models per shot at maximum (sight) range. 2 comets could wipe an ostheer squad nearly everytime they saw one through FOW. Panther mgs require facing, don't function great at range, can't be given targets, and iirc comets also eventually get to throw grenades which is great at clearing atgs.
That is less than five shermans though, and much easier to control and keep alive. Maybe in 1v1s it's not very feasible, but in teamgames it can be a serious problem, especially when kts or jts start rolling out too, or when every player has 2-3 panthers. |
First we need to get rid of "get out of jail free cards" in order to balance OKW.
OKW faction should behave like any other faction. If you make a mistake early on or f*uck it up, you should be punished. Period.
Thats how all GOOD Strategy games work. From Chess, through Starcraft, Aoe's to Civ and HoMnM series.
Having a Mr.Click Me that allows you to bypass any extended early game play or grevious mistakes is a fail on a game design Basis.
Yes, I've been talking about doctrines like Special Ops, Scavenger or Elite Armor.
Commanders should extend your capabilities and allow you to amend your playstyle. They should not save your a**. Period
It doesn't help that it's perfectly feasible to win as okw without even picking a doctrine ever. |
It does like no damage but it suppresses just fine. That's why people say it's better than the maxim, especially considering that it's supported by stg volks and sturms and kubels instead of conscripts and pm mortars. |
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lol same. This after my more or less month-long hiatus too
The more riflemen you use, the more you bleed and the more you push out the usefulness of elite troops like rangers or paratroopers. You can give your vet 2 riflemen bars, or you can get a vanilla elite trooper squad around 3 CP. You should use Echelons and riflemen in tandem, but then what exactly is the point of elite troops? This new change doesn't really emphasize elite troop usage like he says, it just emphasizes USF using more combined arms.
I can't imagine dropping 400 MP that I had saved up for reinforcements, teching up, and purchasing upgrades to get a ranger squad. It instantly puts you behind unless you were saving a bunch of manpower by not using riflemen or stalling somehow.
Probably doesn't help that the veterancy on Rangers/Paratroopers doesn't even really get good until like vet 3. Which loh and behold Riflemen have one hell of a vet 3 in comparison.
I actually find that elite troops end up reducing bleed in the long run because they trade so much better than rifles when used correctly. For example, decently micro'd rangers attacking lone squads can often force a retreat and kill a lot of models without losing a single man, and can easily take on clumped infantry (looking at you volks blobs) as long as they pop out from a shot blocker or smoke and maybe throw a grenade if significantly outnumbered. Paras with Thompsons are for style points/the meme but are also super good at flanking and wiping squads on retreat especially with their active ability. They're also the same to reinforce as riflemen but come in a slightly less useful doctrine. With 1919s they are stellar support infantry and the only good long range usf infantry options.
The main problem is that it's really hard to field squads of elite infantry as usf since without mechanized (where you won't have any elite infantry) it's really hard to not bleed a ton in the early game since you don't have any support tools except the crappy mortar (i.e. they don't have anything like kubel or clowncar or snipers/a decent mortar or early accessible mgs). This I think is one of usf's major design flaws as every other faction has something like that and usf is really supposed to have the best early game, and it definitely can, but is hamstrung by that lack of bleed-cutting support. As brits, by using a UC and vickers and playing very smart, I can sometimes make it to the platoon cp without losing a single model, or with okw I can make multiple kubels or as soviets a clown car and snipers (the latter applies to ost, who also have mg42s too) but with usf that's basically impossible. |
So one shot you got at least 37 PESO to reiforce. or wipe.
WOuldn't you consider as good exchange playing as Axis?
Zooks out of camo could be lulzy tho, especially with hanging camo at vet3. I guess they could also still snipe models for rifles too. However, they're way too expensive and fragile to use as an at squad. |
Wait so of all the patches the devs decide to post on this? Fixture of jerrycans with nazi symbols? Lolol |
Mines are definitely munitions best spent, even though you need to waste some time of your sturms to place them. Still, there are many abilities that cost around or over 200 munitions, yet they manage to deal more than 440 mp damage only if shooting at static emplacements. If there was an ability that killed one chosen infantry squad, including elite like falls, shocks and obers, for 250 muni, I think many would use it and it would be often called imballanced. This ability does something like that but it adds a unit instead of killing enemy unit.
The comparison isn't quite the same though, as losing squads entails losing vet and possibly heavy munitions investment. From the falls drop ability, you get a vet0 squad so it's not quite the same as wiping say, a vet3 rifle squad with double bars or vet5 volks with stgs. Just wanted to point that out, and its for sure not a bad ability. |
I would say that commandos can be really dangerous if controlled well. Even the pithy 4 man squads without demos can still wipe really well if pre-positioned to catch retreating troops with ambush bonuses, or just popping out of camo to turn the tide of an engagement and basically instawipe any support teams (which will even happen to very skilled players as there's basically not enough warning against light gammons out of cover to the point that it's a bit abusive). They are at face value a very inefficient squad though, especially since they cost significantly extra initially in all doctrines (compared to their "technical" baseline price of 350 for the normal squad).
Mattress and flamers are definitely more lethal at lower ranks though, and croc is very gud. Honestly though, I hate skipping the aec because the vet1 ability is insanely good, especially since it's not broken any more. Almost always results in a dead tank (even panthers/kts) if pulled off right and it can't really be countered except with good general awareness.
I personally still like commando regiment and vanguard better than mobile assault though, with that and special weapons being about even depending on situation in my opinion. Real commandos (the 5 man ones) do a pretty good job at wrecking infantry with good micro and ambushes, even stg obers or massed volks (the latter with grenades and/or good support). Commandos plus vickers and sections can be a beastly defensive or offensive force. |
25 MP per model makes them just 3 less MP than Riflemen, feels a bit too costly overtime.
But the thing is when you double bar them they have almost-sort-of-similar-ish performance, so they absolutely do have to be more expensive than other infantry. They also function very well as at squads especially seeing as they get 5 men with vet. Everything else at 25 mp (basically penals and volks) is just underpriced IMO.
I usually go 8 Rifleman squads all with double zooks. It really is a flawless plan unless OKW goes for a KT, in which case just call in a Sherman and GG.
Jesus Christ 8 riflemen? What happens if they get a brummbar or sturmtiger? Or just know how to use infantry effectively? Or mortars, mgs, or rocket arty? |