In the exact situation as presented by OP, but with pwerfer instead of katy, there would be no tank wipes on low health units, because that blob would evaporate after barrage.
Long range werfer barrage getting 5 squad wipes?
In your dreams maybe lol |
None of OKW's side techs are necessary you can just skip them.
Yeah sure let me skip the medic upgrade on Battlegroup HQ because healing with expensive medic crates is such a viable tactic.
Let me also skip repair pioneers on the Mech HQ because my starting Sturmpioneer squad can definitely both repair my Luchs/Puma and sweep for mines across the entire map.
Your act is getting old. |
Lol the video... sadly that is normal. The T34 and T70 simply fuk everything on retreat. Normal recrutes hold ground and Schrecks perform as shit.
I was missing a roadkill on all PnzGrens.
Sad thing, Schreck performs better versus Germans lol
Yeah those damn T70s and T34s, how dare they kill low health squads with single men left on long retreats? Unforgivable! |
I like Steel Division’s system even better. |
Another thing to not Hannibal is Puma vet. When it gets the reload bonus it’s extremely potent at chasing down armour once you learn how to stop shoot move rapidly. |
60 range StuGG would lead to it being 120-130 fuel. No thanks. I'd rather see all TDs nerfed, with snares always giving engine crit being the best route in my view. |
What about removing G43s altogether?
Make the package 40 muni for Grenadiers, giving them interrogation and camouflage. Keep the upgrade as is for Pgrens and Stormtroopers. |
versus MG42s out in the open a UC with the Vickers upgrade, as well as putting your own Vickers in a trench are the best methods.
If your opponent gets a mortar you should be flanking since he sacrificed a mainline to get it. |
The Puma is not an OST unit.
Also I don't think that the infantry crit would help that much. It would help at the only occasion that you get into snare range on an undamaged unit that usually stays at range 60 and therefore behind enemy lines. If there was any fight beforehand so that infantry could close in during the chaos, the Jackson has probably already received damage and would be snarable anyway.
I mean it is a buff, but nothing that really helps OST.
How does this not help Ost? A single Grenadier can prevent a Jackson from diving after wounded tanks. |
How would this work, though?
Infantry will be tough, since OST's only AT-Infantry (Pgrens+Schreks) are 4-model squads, and they'd be facing against a screen of (probably vet 2-3, double bar / M1919) riflemen, which are arguably one of the best infantry squads in the game. Meanwhile, OKW doesn't have any non-doc AT squads, short of single-schreck Sturms. Without adjustments to rifles, this likely wouldn't be possible. It's also important to note that, as it currently stands, AT-Infantry is actually a great counter to the M36 (very high burst damage) provided they can get in range.
LVs could be interesting, but I'm not sure how this would actually work. OST's only non-doc LV that makes sense in this situation is the 222, and its incredibly squishy. A 222 simply isn't going to make it to the M36s before being melted by USF's fast-firing ATGs, .50 MGs, or infantry. The Puma could work (due to range / LOS), but adjusting that unit to be a strong counter to the M36, and also have it not ending up being super-viable in packs against literally everything on wheels/tracks would be tricky.
Infantry - Snares always engine crit
Light Vehicles - Puma reliably pens the M36 |