The commander was good already and it worked really well as a more agressive version of spec ops. None of these changes look good tbh. I really hope they roll back to 2.0 version
Agreed, at least the "Tank commander" should be replaced with a real off-map artillery ability Sector Artillery fits so well and needs a rework, please put it in! |
So how's agrens after the latest patch buff? R they still UP?
Could not test them by myself yet but you can find mixed reactions on them in the different threads. Aerafield played some games with them and sid there are ok now, others still feel that they are underpowered.
I guess we just need a bigger sample size of games to get a final judjement. |
Plus there's voice lines for the Tiger and StuG call ins, and I think the MG crew mentions something of "loading up in a halftrack" so there's that as well.
A mechanized vehicle (250 HT with flamer upgrade) for Battlegroup HQ would be very welcome if you want to get rid of the Luchs /Puma into Heavy call-in.
I can understand your opinion about the Sturmtiger but the unit is imo just not reliable thats why i would prefer the Brumm even above the much better reworked Sturmtiger version. |
Some people will probably hate me but why not replace the Tiger I with the Brummbaer?
I know of course that the Tiger was an integretal part of Kpen's submission and i can fully understand if you wanna stick to it. But in my eyes the Tiger offers more problems than solutions. So read at least my arguments for the Brummbaer before you call me a heretic
Advantages of the Brummbaer:
- Brummbaer available in "Schweres HQ"
- Brumm fits to the theme
- Gives OKW elite and reliable AI, unit is much cheaper (65 fuel!!!)than the Tiger
- Unit would be awesome in combination with JP4, Brumm + JP4 = 290 fuel, Tiger I=230 fuel
- OKW players have to tech and cant be saved by a call-in heavy
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A few notes:
I personally think the tiger only needs to be put into the panzer command hq (flak). The current implementation arrived at requiring all tech structures, but I do hope we end up peeling back some of those requirements, as I said earlier.
I think having the heavy callins require tech is a no brainer. If we could do this for every heavy callin, I imagine it would be the first thing we rush to do (again, just my impression of the groups sentiment). However, it was clearly stated that is not within the scope of this patch. Given this information, I still believe it best to not add another techless heavy call in into the game (I do suppose the kv2 was a mistake in that regard, but given how much of a meme it was, I dont know how tying it to tech would have been received...). I dont think that not being able to fix other issues should mean that we dont fix the issues that we ARE able to fix (or keep from ever being a problem to begin with).
Edit: Sorry, did not have much time this morning, now the edited version:
Jae, have you already considered giving "Grand Offensive" a unit that would make Battlegroup HQ more attractive? I mean if OKW really would get something cool out of this building and save precious fuel! for teching , if there would be a real incentive, then the usual Mech HQ:Luchs /Puma into Heavy call-in would maybe not stop but be less of a concern, especially if the CP requirements for Commando Panther /14 CP) / Tiger(Ace 15 CP) would get increased / be very high.
I just throw out some ideas:
- Make Wehrmacht's 250 with Flamer upgrade build able in Battlegroup HQ
- Give "Grand Offensive" an additional infantry unit in Battlegroup HQ
- Pak 40 available in Battlegroup HQ
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Some toughts about the changes:
As much as i try to make my peace with the Forward Supply Station, i just cant..
1. The whole theme of this commander is based on strong recon. If "Radio" has to be replaced because of technical issues... please replace it with "Early Warning Flares" (Ammoless recon for ammoless recon) but not with the Forward Supply Station.
2. Forward Supply Station is a unique ability for Wehrmacht. Thats why it should be given to a 2nd tier wehr commander like Festung Support doctrine who would be a lot more attractive with 1 simple change. It fits thematically 10 times better to this doctrine than to "Strategic Reserves".
Just replace "Relief infantry" with the "Forward Supply Station" and you not only have given Wehr players a Forward Supply Station but also 1 more revamped commander.
3. Besides that i really like the doctrine and feel that no other changes are needed. |
Radio Intercept had several issues that couldn't be fixed. No sounds, and it stopped working after a while in some cases.
I fully support the change if Radio have to go because of technical reasons. I dont care about sounds but if it stopped working in some cases... well, thats not good. |
Version 3.0 changes.
Wehrmacht
Breakthrough Equipment
-Panzergrenadier Satchel Charge removed; replaced by Model 24 Smoke Grenades. Smoke grenade
gain +25% range at veterancy 3 and share a cooldown with Bundle Grenade.
-Satchel Charge added to Pioneer Support Package.
Panzer IV H
-Panzer IV H now available from the HQ; requires either the Support Armor Korp or the Heavy Panzer Korps.
Forward Supply Station
-Replaces Radio Intercept
-Allows conversion of structures for 250 manpower and 30 fuel; adds 6 repair pioneers to converted building and allows infantry to reinforce.
-Requires 1 CP
Great changes to Breakthrough Equipment and P4!
But i dont like Radio go at all. Part of concept was "great recon / intelligence that let you prepare massive counter attacks". Now the doctrine dont have recon at all. Dont say that
Forward Supply Station is not good- IT IS and will be super helpful!!- .. but i should have been part of revamped "Defensive doctrine".
Edit:
Commander looks very polished now, i dont think that any changes are further needed.
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I used the old t1 skip strat with them. Build order is assgren, MG42, assgren, assgren, tech, MG42 (2nd MG not needed on every map)
I rush straight to t3 if I dont struggle vs light vehicles.. if I do cuz vetted mg42 and tellers isnt enough, or if I need a flamer 251, I build t2 first.
It feels so amazing to be able to rush the OKW p4 as Ostheer and having faster repairs. 6 men assgrenadiers are still viable even in the later stages, but you have to utilize the sprint and MG42 a lot. In general I recommend using the sprint on them as often as possible apart from the usual tricks for CQC units such as hiding behind sightblockers etc
Thx a lot for your answer! I will test the build order because i usually build T1.
Especially happy if you like the OKW P4. Some people wanted the unit removed because "it would not be worth a commander slot". |
I played multiple games with version 2.0 yesterday, using assgrens
Ok, good to hear! Could you post some of your experiences with the unit / commander?
There are so many guys who post in this thread without ever testing the mod so it would be really helpful to get some real information!
I'm especially interested in:
- Build order with Assgrens
- Assgren performance
- How good is "breakthrough equipment"?
- Worth of the new PZIV
Thank you in advance!
Smartie
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