Go LT and go M20 (AssGrens can't do anything to it) and .50s cals, that usually works for me, specially if you can handle out some Zooks to fend off 222s, depending on how it's going you can go Captain for ATGs for the Prostwind that is being rushed behind this tactic or get Shermans if you could hold onto your fuel.
It can be a good trick to swap the M20 crew with your Rear Echelon squad and use the bazooka on the M20 crew and the one on the Lieutenant to ambush a 222 if he gives chase to your M20. He will assume that your M20 crew is in the M20 itself, for obvious reasons. Don’t forget to lay mines, especially if you have a commander with Riflemen field defenses or Assault Engineers.
For that matter, Assault Engineers can be a good counter to Assault Grenadiers. Depending on the map, you can plant a few mines with them to counter 222s and stop charging Assault Grenadiers. Just use your Assault Engineers conservatively and use them to back up your Riflemen and Rear Echelon troops against charging Assault Grenadiers. Just be careful to not be lured into charging into Grenadiers who may be backed by Assault Grenadiers the same way.
Make the cap and the liut 2 specialized squad , one with 2 elite zook and the other with 1/2 lmg (not bar), that are unlocked after the second upgrade tier
I’ve been doing a study on WWII infantry tables of organization and equipment for the US, British and German forces. Real US infantry platoons had one sniper rifle that was unallocated to a specific man and kept as part of the Platoon Headquarters section with the Lieutenant. Additionally, there were no Thompsons at the platoon level and the Lieutenant himself would’ve had an M1 carbine.
At the Company level, the Captain has access to six unallocated Thompsons, six unallocated BARs and five unallocated Bazookas. He would also have been armed with an M1 carbine as would several other members of the Company Headquarters element unlike the Platoon HQ which would’ve all had M1 Garand rifles. Additionally, support elements in the weapons platoon of the company had M1919A4 or M1919A6 Machineguns and would be dispatched at the discrediting of the company commander (the Captain).
Considering all of that, here is how I would rework the USF officers.
Lieutenant: 5 man squad with 3 M1 Garands on Riflemen models, 1 M1 paratrooper carbine on the Lieutenant himself and 1 M1C sniper rifle on a Rifleman model. The squad has better vision than a regular Riflemen squad and has access to regular grenades and smoke grenades when teched and starts with an AT rifle grenade shot at Vet 0. No upgrades are available but can still take up to two weapons from the weapon racks. No changes to abilities or veterancy. This unit functions like a superior rifleman squad that can snipe at long range like a pathfinder squad, but with only one sniper rifle. It would also have less overlap with dedicated SMG units like Rangers and Paratroopers.
Captain: 5 man squad with 2 Riflemen models with M1 Garands, 1 Captain model with a Paratrooper stat M1 Carbine and 2 Rear Echelon models with the weaker Rear Echelon M1 Carbines. Abilities stay the same but has two mutually exclusive upgrade options. An M1919A6 upgrade for 70 munitions where one of the Rear Echelon models gains the LMG making the squad a dedicated long range squad that is good at supporting against infantry and a double bazooka upgrade for 100 munitions that gives the two Riflemen the Bazookas making the squad a good bazooka support squad but has almost no anti infantry ability. Squad abilities and veterancy remains the same. The squad can still upgrade with weapons from the weapon racks and still gains smoke grenades from the grenade tech.
Major: 4 man squad of three Rear echelon models with rear echelon M1 Carbines and 1 Major model with his trusty pistol. No other changes to abilities, but now he can be used to recrew weapons and is slightly less easy to wipe out, which should encourage using him more aggressively rather than just throwing him away.
I think these changes would make USF officers more unique and have better defined roles as well as encourage side teching to both LT and Captain and also better reflects the real US table of organization and equipment.
Copied from a previous post I made about USF officers. I think it applies here and would help delineate Captain from Lieutenant regardless of what else comes in their tier.
“I’ve been doing a study on WWII infantry tables of organization and equipment for the US, British and German forces. Real US infantry platoons had one sniper rifle that was unallocated to a specific man and kept as part of the Platoon Headquarters section with the Lieutenant. Additionally, there were no Thompsons at the platoon level and the Lieutenant himself would’ve had an M1 carbine.
At the Company level, the Captain has access to six unallocated Thompsons, six unallocated BARs and five unallocated Bazookas. He would also have been armed with an M1 carbine as would several other members of the Company Headquarters element unlike the Platoon HQ which would’ve all had M1 Garand rifles. Additionally, support elements in the weapons platoon of the company had M1919A4 or M1919A6 Machineguns and would be dispatched at the discrediting of the company commander (the Captain).
Considering all of that, here is how I would rework the USF officers.
Lieutenant: 5 man squad with 3 M1 Garands on Riflemen models, 1 M1 paratrooper carbine on the Lieutenant himself and 1 M1C sniper rifle on a Rifleman model. The squad has better vision than a regular Riflemen squad and has access to regular grenades and smoke grenades when teched and starts with an AT rifle grenade shot at Vet 0. No upgrades are available but can still take up to two weapons from the weapon racks. No changes to abilities or veterancy. This unit functions like a superior rifleman squad that can snipe at long range like a pathfinder squad, but with only one sniper rifle. It would also have less overlap with dedicated SMG units like Rangers and Paratroopers.
Captain: 5 man squad with 2 Riflemen models with M1 Garands, 1 Captain model with a Paratrooper stat M1 Carbine and 2 Rear Echelon models with the weaker Rear Echelon M1 Carbines. Abilities stay the same but has two mutually exclusive upgrade options. An M1919A6 upgrade for 70 munitions where one of the Rear Echelon models gains the LMG making the squad a dedicated long range squad that is good at supporting against infantry and a double bazooka upgrade for 100 munitions that gives the two Riflemen the Bazookas making the squad a good bazooka support squad but has almost no anti infantry ability. Squad abilities and veterancy remains the same. The squad can still upgrade with weapons from the weapon racks and still gains smoke grenades from the grenade tech.
I think these changes would make USF officers more unique and have better defined roles as well as encourage side teching to both LT and Captain and also better reflects the real US table of organization and equipment.“
I think that the volks wooden bunkers being replaced by the Concrete bunker able to be upgraded into an MG, Medic and Repair one would be nice. Medical one could be a bit more expensive but have an FRP (similar to the British Forward Assemblies, but doctrinal and more expensive) and a reinforce capability.
Just swap out the trench building and bunker from the 2 abilities and should be good in my opinion. I'd also love Osttruppen as cheap defensive type troops for the OKW as well. Something like an Atlantic Wall defensive doctrine.
+1 on the concrete bunkers. I like it thematically for OKW a lot. Ostruppen would be a really cool idea too, but I don’t know how many players would use them instead of Volks which are already a lot cheaper than Grenadiers. They’d have to unlock their LMG42s once tier three is built too.
How about the Luftwaffe Ground Forces - use the Fallsimjagers skin, but these are six people of the Osttruppen armed with Kar98K. Upgrade - "give trophy" soldiers receive four M1 Garand and two Thompson. They can build AT traps, bunkers, etc.
Interesting idea. Luftwaffe ground troops generally were formed from other types of units that were no longer needed (such as the maintainers for aircraft in a squadron that had lost all of its aircraft), but they would’ve been equipped with their regular uniforms as already issued and wouldn’t have had the special helmet issued to fallschirmjagers. Even actual fallschirmjagers would’ve been equipped with regular German helmets and equipment later in the war when there was no longer a need or ability to produce special equipment for paratroopers that no longer did parachute operations.
Germans also almost never used captured allied rifles, with some notable exceptions. M1 Carbines were very popular and ammunition was usually easy to get if you had a captured carbine because Carbines were generally issued to the types of non combat men who were more likely to run away or surrender and give up ammo. M1 garands were not used often because of ammo problems and the clip loading system used. If you can’t get more clips, the rifle is useless. Not a problem for Americans who are supplying your units, but a bigger problem for a German who didn’t have access to this supply system. Thompsons suffer for a lack of ammo and weight and were generally not liked by Germans (and many Americans too) in favor of the MP40. STEN gun’s were looked down on as inferior, but they could exchange magazines with an MP40 as the STEN’s magazine was a copy of the MP40’s, so not only do you use the same 9mm ammunition but you can use the same magazine too.
My suggestion for a new Luftwaffe Ground Troops unit would be to use the skin from the Wehrmacht weapon crews, like the PaK40 crews, and give them all K98ks with an upgrade to have an LMG34, but with lower stats and no firing on the move. Basically OKW Ostruppen but with slightly better performance and the ability to build the flak emplacements, sandbags and repair vehicles. (Yes, this is very similar to the Panzer Elite CoH 1 version of them.)
Pfusies already exist, and when they were 2cp people complained that they were unusable and too awkward to fit into a build. I think falls should just be a bit tougher, like stormtrooper RA and they'd be fine. They've got great DPS at all ranges, 2 excellent grenades, camo, and a faust, and they come at 3cp like other elites.
The problem with Falls being so similar to Obers currently, that being a high DPS elite unit with four men is that in the doctrine you don’t get a call in tank, which means that you must go to tier 3 as OKW if you pick Luftwaffe. Now that you’ve been forced to go to tier 3, you are now able to pick Obers from that, which are pretty much alway better at supporting an already filled out infantry composition. This doesn’t leave much room for Falls as they are now.
Making them kinda like PanzerFussiliers as an “alternate mainline” would give them a new spot to fill.
Pfusies are sort of an alternative mainline that has better anti light vehicle power at the cost of anti infantry firepower and really synergies well with a mixed build of some volks and some PanzerFussiliers. The idea of making Falls more like this would make them more akin to USF paratroopers who are sort of “super Riflemen”. So that’s what I meant by “super volks”.
With my proposed adjustment you’d get a few volks squads and then one or two squads of Falls to fill out your infantry roster of 4-5 OKW mainline squads, which are normally just all Volks. Then you tech as you would normally and get Obers if you need them, which no longer overlap so much with the beefier and more versatile Falls. By having better mainline troops it also frees you from probably even needing Obers which in turn lets you invest into a Panther as your first unit out of tier 3 instead of Obers or a panzer 4.
A modification to how Fallschirmjager work fundamentally could be a good way to revitalize the doctrine.
They currently are pseudo elite infantry that overlaps heavily with Obersoldaten and thus are rarely better than the non-doctrinal Obersoldaten.
I suggest reworking Falls to be more like super-Volks. They would do everything Volks do, but better and at a slightly higher cost and have different veterancy bonuses that include their camouflage.
New Fallschirmjager: 5 man squad for around 300 manpower with 5 Grenadier K98s and an upgrade to gain 2 FG-42s for 60 or so munitions. Abilities are panzerfaust and a regular grenade plus the frangible smoke grenade but now the frangible grenade is unlocked at Vet 1 with passive cloak unlocking at Vet 3. They would also be available to drop in at CP 2.
The concept here is that while intended to be elite assault troops, Fallschirmjager actually ended up being used mostly as regular infantry units and some even being formed into armored units as crazy as a FallschirmPanzer unit might sound. This implementation gives the OKW player a really strong reason to go for Luftwaffe Groud Forces Doctrine, better core infantry. Once unlocked at CP 2, there would no longer be any reason to get Volksgrenadiers, except for the lower manpower cost to field them or the lower reinforce cost. Falls now can become your core infantry, supplemented by Volks you may already have, but give you better fighting strength at the cost of a little extra manpower. The true cost of of the doctrine is that it isn’t special operations and so it has no command Panther or any other call in units. Essentially going for Falls now has no major downside early on, but becomes more expensive to upkeep and reinforce late game and with no special late game unit in the doctrine.
A thread for suggestions on how to rework Rifle Company is linked below. A good place to discuss a potential Rifle Company rework or look at what has already been suggested.
This can work. Like after you tech up, an ability will appear in that building. For example, if you go LT, in the platoon command post will appear an ability call "lieutenant promotion", select it and clik on a rifles squad to promote it into an LT squad with an extra Lt model and LT abilities. For more realistic, promotion should required vet, vet 1 for LT, vet 2 for Cap, major can remain a separate squad like now.
Officer selection is usually determined by who went to college and who didn’t. Lol
As such, I don’t think the officer upgrade should be tied to veterancy.
More importantly, I don’t think it would be good for gameplay to further the complication of the game.
If this option were to be implemented the tech choice of either platoon command post or company command post would result in the Lieutenant and Captain squad upgrade being unlocked respectively. This upgrade appears as an upgrade for all rifleman squads until it is upgraded on one, then it disappears until the unit dies. The upgrade itself should cost nothing, but be unlocked as it is now by upgrading to the platoon command post or company command post. This upgrade would have to be adjusted in cost in order to take into account that you no longer get a free Lieutenant or Captain squad with the command post unlock. This way the USF player can choose to fast tech for vehicles or weapon teams but if the want to still have the same number of infantry squads as they would’ve previously had it will cost them more total manpower. This will hopefully encourage more diverse unit compositions and less rifle spam. Basically while the number of Riflemen squads built will be the same, the removal of the Captain and Lieutenant as separate squads will reduce the number of total infantry units on the field. It also means that back teching will no longer require as much pop cap, so back teching for an AT gun wouldn’t require the addition of another basic infantry squad for example.