Cons cant contest pgrens that cap or nulify a territory point.
Cons need to stay at range or be slaughterd. Also being a static vunerable target to the more accurate and better barrage ost mortar while they stay at range. That sitiation happens to other inf as well. It depends on the preferred range of the squad.
While ost lacks hp on inf they make up for that with very potent grenades. Self heal on the field. Doctr and Non doctr upgrades. Superior team weapons, sturdiers. The most cost efficient at mine. Extra sight on pio,s to better utilize support weapons. And popcap free mg bunkers.
Wich esp sov lacks on but they have the biggest squads.
I can't think of very many points on the map that don't have a green cover spot or building near the cap points, so conscripts can in most cases contest pgrens capping a point, and this the most extreme difference in infantry quality.
Using panzergrens to flip a standard territory point once in cheat mod with conscripts nearby:
Conscripts in green cover ends up 6:2 in the conscripts favor.
Conscripts in yellow cover ends up 5:2 in the conscripts favor.
Ost mortar is a a very bad investment in 1v1s, though I won't speak for team games. Theres no unit that can spot for it for very long, and most allied squads will be charging the spotter. The mortar itself can be charged quite easily and naded as well. |
I'm just gonna assume you mean battle phases 2 and 3 and change the title and polls accordingly.
Ah yeah. I was thinking tiers, but you're right. |
Ost has a problem. While the army is balanced around having strong crew weapons, it's obvious that spending the whole game suppressed by MG42s is poor gameplay.
Unfortunately the army as a whole is a bit under powered. I believe that this is due to the neither hot nor cold approach of balancing the 4 man squads. Grens, and even panzergrens have a bonus to RA, and individually strong weapons, but tend to be overwhelmed further and further as the game goes on. While the RA bonus is nice, either flavor of grenadiers don't have the damage output to force back flanking squads, or to claim territory. Even if you've got a gren squad already in position, a conscript squad can de-cap a cutoff and retreat with 3 models left. Since gren damage is biased to long range combat, you're unable to move in and contest the point unless you want to lose the engagement.
The low damage comes with another problem, namely a huge vulnerability to indirect fire. Since it takes so long to win engagements grens are sitting ducks for mortars etc. The low damage also reduces field presence. In the time it takes to actually win a fight the allied player has had much more time to reinforce their other squads that can now challenge that section of the map.
Finally comes the late game problem. Since all allied armies have a trump option available to them that will win out against grens and panzergrens, OST is rarely able to screen their tanks or AT guns. While they might have stronger armor by comparison, that armor tends to be less effective since you can't push forward with infantry to get LOS, nor can you fend off snaring squads.
In order to help bring OST into balance, without throwing off the early game too much I think that both grens and panzergrens should have their RA reduced by about 10%, but are given higher damage, mostly accuracy, to compensate. This would give OST players greater rewards for good play, while still preserving the glass jaw aspect to their infantry. The matchups would still play out the same, but grens would now be something you *have* to deal with before capping the cuttoff out in the open, or brazenly marching past to throw a grenade on the MG42. In order to keep grens competitive for the late game battlephase 3 and 4 should both come with a 5% bonus to RA. If possible I think a 10% 'armor' to explosive damage sources would also be reasonable. |
How about giving all officers a stronger version of the bazooka as an upgrade, and reducing jacksons ROF?
USF wins the infantry late game hands down, so I'm not entirely sure why they have to also win the armor aspect, or why it'd be unfair for the panther to be the strongest mobile TD. USF AT gun is probably the best in the game due to it's ROF. While it's not guaranteed a significant percentage of the time a single 57mm can kill a light vehicle even if an axis player immediately retreats. Two can do the same to a p4.
USF has strong infantry AT. While I'm not sure they would even need an infantry AT buff, it seems reasonable for infantry AT damage to play a necessary part in non-doc late game AT since they also win the infantry game hands down. |
At no singular second there is a situation where there is that specific unit composition you've mentioned going up against each other.
Additionally, KV-1 doesn't even do much except just being there, its B4, cons and ATG doing all the work aka combined arms - where were grens and ost pak supporting that P4? I've only seen almost suiciding stug.
Why do you feel the strong urge to lie and provide a proof of lies in the same post?
Grens and Pak were cowering in the corner hoping the shock troops won't steal their lunch money for the fourth time that week. OST will always be outclassed in late game infantry. If they don't have armor parity they can't leave the base.
It's nice that people are pointing out that you can counter a churchill if you dedicate 30% of your pop-cap to strict AT units, but it misses the point. In an even fight, say 4 grens, an AT gun, and a panther vs. 4 IS, an AT gun and a churchill, it is the grens who will be pushed off the field. The Pak might get in two shots before retreating while the 6 pounder can just be set on a-move the entire fight. If you lose the panther, and can't replace it it's game over. If you lose the churchill you'll still be able to field the 6 pounder safe from infantry, and buy a bunch of piats.
Allied tanks with large health pools in and of themselves aren't a problem. It's that the armor health pool supports the stronger infantry selection the allies enjoy. |
The problem is Grens take forever to do any damage in a fight, and so they have to spend more time standing still to shoot. It also means they can't actually protect crew weapons since they can be ignored long enough to wipe the crew and then retreat. |
Yes and no Sometimes the crew would have been KIA without penetrating shots. The quality of German steel was much worse towards the end of war. Very often it would brittle and kill the crew with debris and steel spinters without penetration. They would just come off from inside layer of steel plates and act like bullets flying inside a tank.
This is known as spalling. HEP rounds didn't even bother with penetrating the tanks, but had a soft head of high-explosive that would squish up on the armor and then transfer the force of the explosion through it. |
Nice theorycrafting. Let me join:
A Churchill drives up to 2 Pak40s cant decrew either with his main-gun and eats a total of 6 shots before getting both down with a grenade. Then a Grenadier fausts it and a Panther finishes it off with ease while the Churchill can´t penetrate it. Infantry sections are pinned from MG42 and the UKF AT-guns get forced to retreat by the Grenadiers. Therefore it is easy to counter the Churchill.
IMO this post sums up the thread for me. Basically it admits that to counter a churchill you need:
2 Paks =640 Manpower
Gren =240 Manpower
Panther =490? Manpower and 185? Fuel
A total of 1370 manpower, 185 fuel, and you have to work 4 units in near perfect unison to counter a single churchill while also sacrificing two weapon crews to boot. Good luck keeping up with the infantry side of things now that half your pop cap is tied up in strictly AT weapons.
I won't speak for OKW, but the Pak really needs a higher ROF, or a price and pop decrease. Yeah it's got great penetration, but it fires slowly, and allied mediums are all very fast. Meanwhile all the heavy's it faces have large health pools, and strong AI profiles. |
I don't really see what's being added to the game here. MGs already serve to deny open ground. It makes no sense for a lone sniper to be an anti-blobbing unit. While yes cover can protect you from a sniper, sniper tactics are designed around drawing soldiers out of cover. Typically it's by injuring the initial target and then attacking rescuers.
'Disposable' unit designs don't work too well in this game. I'd never build this 240 manpower sniper. As is they're a huge micro investment. If you reduce their effectiveness there'll never be a payoff to such a micro heavy unit. |
If there is a problem with Grens it's the 'neither hot nor cold' approach to compensating for the four man squad. By that I mean they have both an RA boost, and a damage boost that makes them tactically balanced, but hamstrung in a strategic sense. Damage-wise they can't wipe squads, or pose a serious enough threat to scare off cheeky capping squads. Defense-wise they don't have the health pool to cap points under fire, capitalize on won fights(i.e. even if you routed another squad you still have to retreat and reinforce anyways instead of capping) shield crew weapons, or delay advances.
Imo grens should be superior in either RA, or damage, but not both. I'd prefer they specialize in damage as it fits the character of an army that's doing it's best to avoid attrition warfare. I think raising the RA to something like .97 and give them a G43 by default would be best. Reducing damage and reducing the RA would work too in a game balance sense, but I don't like the move away from historical character too much.
e: added some points for clarity |