OST is basically designed around team weapons and static infantry, though:
MG42 - Core unit, Needs to be stationary to fire
LMG-Grens - Core unit, can only fire when stationary, has incredibly long 'ready aim' time
PAK ATG - Core unit, needs to be stationary to fire
Mortar - Core unit, needs to be stationary to fire, good vs. suppressed units (from stationary MG42)
In addition, all of those units are 4-model squads, and all the team weapons always have two of those models right beside the weapon.
The only non-doc OST infantry that can "stay mobile" are: Pioneers, PGrens and Snipers. You can't make a build out of those.
Pretty the same for UKF, and they doesn't event have a nondoc mobile mortar. Yet many people are crying about nefting infantry sections, someone event believe that bren can fire on the move and that isn't funny.
The only nondoc UKF infantry which can "theoretically stay mobile" is Sapper. |
1. Sturm + Volk combo will be "meh" since Brit MUST go vickers against OKW and a well positioned mg will make the life even harder for OKW. Also in green cover IS drops Sturmpio models like flies. (I am pretty sure about that cuz i am playing brits nowadays for brutal faceroll)
2. Late game tommy shouldn't be on par with obers. Since obers is a 10 pop cap squad with a ridicilous reinforce cost.And surviving as brits isn't that hard from my experience.
3.Well i am suggesting that giving Fireflies more power to counter that late game OKW and nerfing its early by nerfing the IS will eradicate both my early game british IS power problem and your okw late game problem.
1,Volk + stum is way more than "med", especially when you already stat with a stum and Volks are dirt cheap for their utilities. You right about Uk have to go vicker again OKW and this further proved tommy cant stand themselves against Volk spam early game, at least until they receive their upgrades. A well positioned Mg early game will make life way harder for UKF than for Okw because UKF dont have tools like flame nade. Dont point at UC flame because it is difficult to micro, recently got serious neft and both axis faction have snare on their mainline.
2, I never said they should, i put the word on par in ".". And the fact is Tommy still lose to Ober, at best tommy can hold positions for a while without being shredded in 2 seconds.
3. If you neft Tommy's late game performance, you have to give UKF more late game anti infantry capable, not anti tank, mean buff for centau, Cromwell or comet. |
For Advance emplacement regimen, this i my idea:
Fist, change name to "Royal garrison artillery regimen".
0Cp: Field defense operation
- Infantry sections can lay wire and M8 mine.
- Royal engineers can built bunker and tank traps.
3Cp: Mortar flare, 3 inches mortar emplacement can now fire flare to ligh up FOW, similar to Sov mortar but for longer range, same as smoke range.
3CP: Garrison repair: Royal engineer can repair emplacements from insde.
8CP: 25 pounder gun emplacement, the model is already made in all unit mod.
10CP: Precision barrage.
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For Special weapons regimen, i think the remain of it is still fine but AT sections can received some adjustments. I suggest give AT sections critical shoot or an upgrade with PTAT/Bazooka. |
Three are reasons why UKF's command vehicle cant be use on universal carrier you know ? |
2. Actually i am pretty sure no early or line infantry can match the british. They are pretty much on par with Obers at Vet2-3ish. (Without LMG's on each side ofc)
Hints for early - mid game: Stum + volk combo,following mid game by LEIG support. Assgen, Pzgren, gren following mid game by Gwr 34 support.
And For n+1 times: late game tommy have to be "on par" with ober so that Brit can survive at that phase of the game, and the fact is they still lose to ober, which is fine as intended.
Early game power of tommy can be adjusted but Taking away tommy late game power is one more step closer to "if OKW survive to late game, they win", and The fact is we are already pretty close to that point by now. |
Make it an ability that you use on a rifleman squad like the brit command vehicle designation mechanic that gives them the extra model with thompson and abilities, and is limited to one. You could use it out of the tier building after you unlock it.
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. |
Since haft of the faction stan above tommy's shoulder, they need the level of power as current for late game. The main problem as i can see up to now is tommy's level of power can come a bit soon.
So, if we cant make 2 infantry units for UK like i proposed before, i suggest a more simple way is to lock 5 man and the second bren behind company CP, by this, sift tommy power more into late game. |
A-move your bren blob at em, bren blob wins.
2 blobs meet in open field, me more expensive blob win.
A move an AT gun into it?
This work when panther's owner is AFK.
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okw flame nade needs to wait same time as ukf tier 1 so ur argument is false (okw starts with 0-5 fuel while ukf starts with 20)
and again okw mg 34 comes later than all mgs even the cal 50 so again ur argument is wrong
Sws HT is 100mp - 15 fuel, OkW and UK both need 10 more fuel from the stat to get SWS as OKW or T1 as UK, but OKW need less MP, and SWS built faster than UKF T1.
In terms of unlocking anti garrison tools,
Event if UKF have T2 at the same time OKW have SWS, OWV already have flame nade which can be use immediately by volk on the front line, while UK have to keep waiting MP for sniper, pit, or waiting muni for wasp.
About 50 call, my point only wrong vs OkV, it still right with all remain faction, and OKW have volk to do all the job. |