Partisans are everything but cost effective. They are sometimes worth their initial cost, but they are never worth their reinforcement cost. That is exactly becouse they pay no premium for infiltration. They should pay the premium, but their initial cost should be lower, so that they are cheaper to reinforce.
So why do I think they are not worth their 210 mp when not infiltrating? That is becouse they are the only 4 men close range squad in the game apart from pios who have much more utility. That basically means they cant be used effectively in combat becouse they die too quickly. They also dont have the OP granades or dps of commandos to be really useful in ambush. Nor they can plant demos. They also don't have the vet0 RAcc bonus, other combat 4 men squads get. In effect, the only thing they are really useful for after initiall callin is building mines behind the lines, which you can also do with more cost effective and universal squad of combat engineers.
If you have ever played or seen somebody play partisan commander then they get non-AT partisans very rarely or they sacrifice squads once they have too many of them, just becouse these squads couse way too much bleed in the long run. Merge sadly doesn't work in this case either as conscript models make the unit even weaker than before.
If I was to buff partisans I would change their base cost to 180 (which gives 22,5 reinforcement cost like for example mg42) and I would add either 30 or 60 of infiltration cost, depending on ballance tests and the need of standarisation. I would also think of giving them some small vet 0 RAcc bonus.
If I was to get fancy and add something unique to them, I would let them merge into other squads as well. They would be more expensive than cons, but could actually improve the squad they merge into. That would be also a cheaper way of sacrificing squads if you happen to get too many of them by infiltration.
this, i think a lot of people haven't used partisans for sometime, without grenade the smg partisan really is quite low damage and expensive for their price. I don't think partisans should be strong like commandos, just that they should be able to use grenade upon infiltration or cost less either to call in or reinforce otherwise. |
Seeing as grenade has a cd now starting when a unit is called, it essentially removes the grenade from smg partisans.
While this makes some sense for other units, for infantry partisans which essentially have no use value outside of initial call in I think they deserve some compensation such as a cost decrease
Thoughts? |
I think its less a problem vs ostheer than it is with OKW who also swarm the map with their base infantry which are better.
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Felt like this was a game with map hacks, I'm USF playing on the right side, the wehr player on my side grenade rifled me multiple times through true sight with precise position of my units.
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Do you get double BARs on your highest vet rifle men first?
Or do you give every squad 1 bar first and then double slowly?
Anyone done the maths? |
Why don't the Soviet snipers just get 41 hp each, so that they hvae 82 in total surviving a mortar hit, and also able to win any sniper duel yet not insanely tanky that scout cars etc can't kill them?
Maybe slightly increase their performance at the same time.
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When do you guys realise u aren't quick closing a game and back tech to get AT gun against enemy? |
I don't know why but my conscripts cant even beat 1v1 a grenadier who was walking out of cover for a long time while in superior cover at close range?
Like I guess even then its probably a close toss up but I lose that sort of match up too frequently that I'm just feeding vet |
What's the difference between Kholodny Ferma winter and summer now? Seems just two reskins of the same map
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Hey Zackman, I played a really good game with you other day as OKW on crossroads, we're about a similar level so I think we face a similar "meta" and have similar execution ability in terms of our micro so I hope this helps you.
Assault grenadiers are like crappy sturmpioneers with sprint and infiltration grenade, but weaker dps, so I try avoid close range stand offs and bleed them from cover while they charge. Like others mention it has no faust, so the earlier vehicle you can get the more you can bleed them for free i.e m20.
From this post and playing you the other day I feel like you default to stuart and leave a big early mid game pace slow down, which I think isn't a great choice especially since you actually play quite aggressively early on with your rifles, so lieutenant into either quad/m20 helps you snowball your aggression, particularly as the luchs and scout car are both off meta right now.
One thing I noticed you didn't really do with your riflemen when we played was that you rarely utilised early ambulance on the field . A soft retreat into ambulance on the front early on can give you massively more field presence, and can often bait enemy vehicles into your bazookas diving ambulances. I often move my ambulance around to heal my capping rifles, just like an ambulance!
When I play USF against Ostheer there were 5 things I did I found that were game changers in terms of my improvement:
1. using m20, it can really punish sloppy aggressive mg42 play
2. buying BARs early instead of nades, and giving my RE bazookas as mid game AT bridge
3. ambulance as a forward point early on to same manpower bleed and put even more pressure on ostheers weak field pressure
4. always having a flame thrower doctrine available for building maps, either RE flamer or assault engineers, and if they really spam mg in houses a mortar for smoke + attack ground flamer is my ultimate low micro backup
5. balancing side tech needs with a sherman rush
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