For OKW shreks are a no brainer. As Ostheer I'm often a little leery of dumping 120 munitions into something that is more likely going to give my opponents shreks.
Bah I wish I could just get one on pgrens. Half the squad having shreks translates directly into 'drop as many shreks as possible for the enemy on retreat!' most of the time. |
The canister shot is ridiculously powerful. Ridiculously so. Every game I use Greyhounds against OKW I strictly use them to cheesewipe Obers once they hit the field.
It kinda levels the playing field a bit.
The one thing they can't effectively deal with are shreked volks though. There's a short delay in the canister shot before it fires, and any sort of volks blob (so, standard fare) can usually wipe the Greyhound before any real damage is done.
Wiping obers with it is a very satisfying thing, I've got to say, especially if the player opened with kubels. And despite the munitions cost, there are very few uses of munis anywhere close to effective as canister shot. |
All of these maps need a redesign in how territory points are addressed.
The three variants of territory points are far too limiting in making dynamic resources on a map.
Low, medium, high resource points, and strategic points are paramount to actually developing maps into something more than a checkerboard of resources.
Semois was unique because it had a medium fuel point next to the bases.
Langres was unique because there were three medium fuels and a high munitions point behind decently accessible cut off points.
The generic 100 unit pop cap doesn't help either. Map control correlating to pop cap is another huge component of map design that's completely devoid. |
Well, yeah, since attack ground isn't targeting a unit they typically miss their intended 'target'. |
I'm blown away at (volks)grenadiers ability to both hit and penetrate at max range with their shreks.
It makes for some extremely powerful blobs of infantry. The first volley nearly assures a vehicle explosion.
At that point, even a full Axis retreat is still an Axis victory.
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I'm still stuck with the base 3 commanders for USF, and I must say, I am getting bored with having to play Airborne every time to have a fighting chance. Stupid War Spoils gives me nothing 90% of the time, and maybe a light tank reload bulletin for that other 10%. As such, anything other than the base three commanders is a suggestion to spend money to have a better time playing. Otherwise USF has to play those until War Spoils gives them an alternative.
OKW is probably the only faction I struggle against as Allies, since they've got a vehicle MG, they've got Obers, non-doc KTs, and Pumas AND Luchs.
There is little to no units with any kind of shock value as USF. Assault engies are so far the closest thing in that they can sometimes throw off the standard starting sturmpio-and-kubel-on-fuel combo. Every other unit the USF fields comes in time with, or after, when Axis has access to their hard counters.
Pumas alone nullify just about every USF unit except for the Jackson.
And this is why USF has to rely on overwhelming force. They simply can't counter anything directly AND reliably. As such they have to just win by sheer overwhelming force. Anything else is kind of a loss for USF. |
It is interesting to see how interchangeably 'IS-2' and 'ISU' appear to be in people's arguments. |
A single katyusha rocket, if it hits, kills 1-2 infantry, especially ones in cover or as weapon crews.
Four man squads suffer this pain much more pronouncedly than six.
A panzerwerfer rocket can kill 1-3 easily, and can nearly wipe a squad that's bunched up behind a single truck or wall section.
Six man squads and crews can suffer those loses quite readily.
Solution: Give panzerwerfer rockets a residual fire, and/or perhaps a low level of suppression as the rockets hit. Just like the nebelwerfer rockets from CoH1. |
I play a game or two if I can squeeze it in before or after work. An hour or so max.
Only when I have a day off do I play more than that. |
It'd be interesting if the lmg34 were more like the crewed mg42. As in, if Obersoldaten remained stationary and allow their mg34 to fire, they would actually suppress units. Instead of instantly wiping their target, Obers could keep units at bay while any of the many OKW infantry options move in for the kill.
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