120 ammo is just for the weapons that come along para. 500 MP is just too cheap. It can snowball pretty easy, and way more easier reducing it CP.
Also remember that it comes at a really weird time and paras are squishier than riflemen even at vet3.
So does Su-76, Stug, Panther, M10 and JP but they are either good at killing medium tanks or heavies (or have other limitations) due to lower accuracy (especially on move) or lower penetration.
1) M36 start with +5 visions bonus going up with veterancy (it even has bulletin for extra view).
2) My objection was not about HP buff but about the accuracy buff.
3)Sherman cut it just fine vs PZIVs and so does bazookas, atgs and Stuart.
My point is not that M36 should not be able to counter heavies/super heavies, my point is that it should not be able to snipe mediums doing 200 damage from range 55 with 100% chance by vet 2.
Lowering the accuracy will have very little chances vs heavies/supper heavies while it will give some breathing room to PZIVs.
But again, all those listed units have non doctrinal alternatives to fill in the gap. Jackson doesn't. I get where you're coming from, but there's really no alternative for AT vehicles period (emphasis on AT, not anti-light stuart). |
Tested a game out as usf and have some observations:
M20 and ambulance both add a pop when decrewed (since they are worth less than the squad). Not a big deal at all, just maybe a heads up.
M20 can actually vet now!
I love the push foward ability on the LT. Used it on Thompson Paras for hilarious effect.
Rocket artillery can be used in combination with tanks when swarming a JT since it can get stunned by the rockets. Finally some avenue for counterplay.
I like the FRP changes. Tried using the major's FRP and it was very punishing to leave on for extended periods of time. Shoutout to whoever came up with that (I think it was ferwiner). |
As long as emplacements remain, Allies will always be OP
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How many people actually play custom matches against other players with this? Is it enough to realistically find a game? |
Imo the changes to M36 are in the wrong direction. The unit is simply too good at dealing with all type of vehicles.
For instance the Ostheer Stug had its penetration lower and it can deal with heavies and thus has the role as a counter to mediums while on the other hand the Panther has the role of a counter to heavies.
On the other hand the M36 with high accuracy (and accuracy on the move, long range (still out-ranges all Ostheer vehicles accept Elephant), high penetration, high damage and sight bonus can counter all Ostheer vehicles from Stug, to PZ IV, to Brumbars, to Tigers even to Panthers.
The chances of scoring a "natural hit" and penetrate a PZIV at range 55 (15 units away from PZIV can even return fire) are simply too high at 0.88.
The change of scoring a "natural hit" and penetrating medium tanks at range 50+ need to go down in the vicinity of 50-55%.
If one want to turn M36 into buffed M10 simply make M10 stock and M36 doctrinal
The problem there is that usf has no alternative to the jackson for dedicated AT units. Ostheer has stugs and panthers but usf only has jackson nondoctrinally. Stug is also 90 fuel compared to 145 for Jackson. Besides, it's not like usf lategame is OP or even close to it without calliopes, which got nerfed in the revamp.
Isn't it a bit silly that the m20 still needs to upgrade skirts for 70 muni, which is basically mandatory? Especially when we look at the 222 that used to have to upgrade its 2cm autocannon that now comes stock. |
Vs OKW:
OPTION1: 4riflemen->captain->stuart->ambulance->BARs
OPTION2: 3riflemen->liutenant->m20 (judge if he is close to the p2, this depends on how well you are playing the early game) then if he ISNT close ->ambulance->captain->stuart->BARs , if he is close then ->captain->stuart->ambulance->BARs
Vs OH:
OPTION1: 4 riflemen->Captain->BARs or ambulance -> Stuart -> Bar or ambulance depending on the one you didnt do (judge if your squads have low HPs)
OPTION2: 3 riflemen->liutenant->m20->Ambulance->BARs (perfect scenario where early agression was enough to delay the 222 to some extent)
OPTION3: 3riflemen->liutenant->ambulance->BARs->HMG (hmg might not be needed, you can always tech straight up to captain it depends on the fuel, in this scenario you are pretty much investing in what would go into the m20 into an early ambulance for squad healing and BARs for stronger infantry play.
Grenades in all these scenarios are up to how the game is going, how many munitions you have to spend, what is the build order of the opponent (if he is building many MGs) , for me the grenades either come at the same time as the ambulance or after the stuart is out. Hope this was clear enough.
Yeah, thanks for taking the time to write all that. |
Pretty much yeah - it's not great for pushing as a StuG/Pak Wall would pick it apart easily and you obviously run the risk of it not being able to disengage from unfavorable engagements. It's basically the whole Anvil concept in a nutshell- Command Churchill sitting with a Firefly and maybe an Emplacement or two is hard to push off. People forget that the Aura applies to emplacements too
Huh that's good to know. Sounds like a very strong defense, but might not transition to offense as well right? |
Usually one squad is not enough, it depends on how good your opponent is using the P2 really but usually 2 squads is the safe bet, also the HMG doesn't almost anything against the luch even with the AP rounds.
You wont gain map control upgrading BARs if your opponent has a P2 in the field since it will just counter the riflemen with BARs and by the time the captain hits the field depending on your build order you still dont have the BARs or Zooks teched (Usually when I play they come later) so you still dont have to worry on what to use your munitions since you still have a bottlecap on the other resources (ex: you still need to get the ambulance before any weapon upgrades) ,so by using the munitions on the captain it doesnt mean that later on you wont have munies for the BARs on the riflemen.
So when do you get bars if they're using light vehicles? Because upgraded volks and grens can beat vanilla rifles, which is obviously not good. And don't you fall behind on teching getting an m20, captain, and stu?
Thanks for the replies btw. |
I'd consider using the AVRE as a Command Vehicle because the nerfs don't affect it's Petard Mortar recharge at all. Chuchills in general make excellent command vehicles because you're mostly using them as support vehicles/meat shields so the nerfs don't mean much and they are durable enough to hang around the front line for maximum aura use. Fireflies are the worst choice because they already have a really long reload and it'd make it's main gun useless. On the flip side, Fireflies probably benefit the most from Command Vehicles because the aura makes them fire a lot faster!
Otherwise AEC is probably your best bet with the obvious downside of being the most fragile unit (just have them hang around in the rear lines). AEC is also nice because it has Target Tread which you can pop if they try to dive after your Command Vehicle.
Doesn't that slow the Churchills to a literal crawl though? The AVRE is a good idea though. |
and lets ignore the the slow speed,non-rotating turret,giant cost and popcap of jadtiger/elefant
again i am fine with jackson changes but not coupled with jadtiger and elefant nerfs which m10/t34 or shermans/cromwell will have field day with
Wel yeah if we're ignoring the fact that it 2 shots TDs in live (3 with revamp) and 3 shots mediums, and has what, like 100 range and heavier armor than most allied heavies. |