Commandos are viable in every form they come in. The vangaurd glider gives you the officer AND can act as a forward retreat, its worth the cost
They are a completely different role from tommies, so they are not an alternative, but in that role they are plenty strong/viable
It gives you a lot but I usually don't need the glider because I'd rather have a forward OP since they allow for the weapon racks in addition to pop free healing. Basically I just need the commandos but I have to get all that crap first before I can get a commando sqaud. I don't like the Air Landing officer because its only a 4 man sqaud so I'd rather get commandos but I can't without first getting the ALO. Plus the glider takes damage and can't be repaired after it crash lands and after it dramatically and loudly announces its presence to your opponent. And once it's destroyed that's it no more commandos without calling in another one. Honestly I hate how that mechanic works with Vanguard Regiment. |
Then you agree with volks having to be OP by necessity, since there are no other early alternatives.
SU have penals.
OST have pgren
USF have let and cpt.
I dont really like volks nor IS being OP
Wrong again. You have an elite engineer sqaud and Obersoldaten besides Volks and then there are doctrinal stuff like T0 PFs and T1 JLI.
UKF has none of that and even doctrinally they only really have Commandos arriving at CP3 which is almost not even viable with the Vanguard Regiment becuase of the rediculos MP cost of calling in the glider.
So if you weaken Tommies even more you just screw over the whole faction. But maybe thats what the Wehraboo OKW and OST fanbois want so those factions can be EZ mode even more. |
With CODGUY logic we should buff panthers, because they are the only good combat tank you get as axis, unless you go a few doctrines that give you Elephant or Jagtiger...
And i wasnt being serious
Except as OST you have Panzer IVs, Stugs, and Brumbars.
Can you name an infantry unit UKF has besides Tommies? Royal Engineers? LOL no. |
The major should have been in a WC51 with the deployable radio tower and a .50 cal. |
I was originally thinking of suggesting that each squad have to upgrade to 5 men just like Ost Infantry doctrine, but this is a much better solution, it helps some in the early game because of less dps dropoff and ease of capturing weapons and it prevents the absurd snowballing of Tommies in the mid/late game.
No actually it was sarcasm. The truth though? There is absolutely nothing wrong with Infantry Sections. If anything they should revert the stupid Bren nerf from last year.
Why should Tommies be not be nerfed and perhaps rebuffed?
It is the only good combat infantry unit you get unless you go with a few doctrines that give you commandos. USF and UKF don't get mid and late game elite infantry units handed to them like Obersoldaten or Panzergrenadiers. The Bren was nerfed so bad it's almost pointless to upgrade to them now so they actually preform pretty poorly against Vet 3 and above Volksgrens and even MG42 Grens at vet 2 and 3. But yeah lets just nerf Brits more so we can make Axis even more easy mode than they already are. |
Well what do you deem viable?
They have to be nerfed in some form, because they are batshit op right now. Other things need to be buffed or else brits are useless. But still, what would YOU change on tommies then?!
Me? Well I would leave them the way they are except get rid of bolster infantry and have all UKF units just start with 5 men from the get go. |
Idk, it's pretty good now imo, especially if you have the REs in cover. At long range or versus cover of the enemy's own it isn't worth it, but against advancing volks or sturms or something it can actually be pretty useful, so long as there isn't another unit to murder the REs.
I definitely disagree with vanilla volks wiping before suppressed. The RA increase is now nowhere near bad enough for that to occur, and suppression happens fairly quickly at close range, if you are lucky.
I've wasted 20 munitions on it once a few days ago. Never again. As long as they have that stupid received accuracy catch 22 than it's completely useless/pointless. Just give them 5 men and remove the stupid ability all together. |
Just FYI, Volley fire got buffed and is actually useable now. Ability RA was changed from 1.4 to 1.25 iirc, so you will still take more hits, but not enough to commit suicide in a 1v1 rifle duel for 20 munitions.
Apparently also the combined arms ability does not overwrite superior vet bonuses (at least, based on a video that made its rounds here some time ago). I am still not 100% sold on that, however, and I do agree with most that the ability (and this one too) is overpriced, but that's just how munitions works for USF.
Im opposed to replacing any ability with another; more variety is a very good thing. 100 or even 110 munitions sounds good to me.
I stand corrected then. Never bothered to use Volley Fire since I started playing this game two years ago. |
Sure thingy, but where is my non-doct pershing, flak base, and elite infantry
Can't do that. It wouldn't fit in with the faction design of USF which is to get it's ass kicked by superior OKW and occasionally Ostheer firepower. |
I don't know I feel like it's a better deal than an Easy 8. The problem though is compared to a bulldozer Sherman it's not that great because in this game you are facing mostly infantry and crewed weapons the majority of the time. A Dozer Sherman can 1v1 a Panzer 4 (Ost P4) and efficiently kill infantry with its HE rounds. If the enemy rolls out a Panther than you need a Jackson.
The only time I usually get a Sherman 76mm is if the enemy rolls out a medium tank first and they're using quite a few vehicles. |