Fictional ww2 settings.
Pacific theatre. Marines vs imperial japan. |
Visually that's impossible, plus historically inaccurate, there were only ever Jumbos with 75 and 76mm guns.
In-game I guess it can act as a meatshield for the USF.
gdamn, you are right. there was no 105mm jumbo.
still having a 76mm variant of jumbo might be good for the viability of armor company. a desperately needed meatshield for US.
works exactly like the churchill. slow but with superb armor and a fairly okayish gun that gets the job done in the long run. |
Armor company sherman dozer needs to be a sherman jumbo with a 105mm gun instead.
Basically a churchill with a brumbar gun. current incantation is too flimsy for a late game tank. Even a kv1 has more use and comes earlier. |
honestly whatever rifles can do, conscripts can do at a much cheaper cost, only thing they scale better with bars. |
hi all, as per the thread title, how viable are dozers to be able to support infantry.
i want to play smth different from ab, priests and pershings and still be fairly effective in game. |
Thread: vickers18 Aug 2018, 11:59 AM
I'm not saying I'm good in 1v1 like the ones in GCS, but if you decide to "nerf" its quote by quote "OP" damage for insta-suppression, then you might as well surrender as OKW vs Brits. So careful what you wish for.
As Axis I would rather sacrifice a model or two to force off Vickers than floating MP with no map control whatsoever.
shhhhhh dont let them know. insta pin plus early frag nades in the same tier? yas pls. |
Thread: vickers17 Aug 2018, 11:57 AM
lol, will trade my vickers for mg42 and incendiary rounds vet ability any day.
if i want killing power, i would get another infantry section. if i want to hold back hordes of stg44 wielding volks with lava nades, yes i will get a machine gun instead.
fast suppression is godly in mg vs mg fights. 1st mg to gets suppressed gets a huge dps cut and gets rekt.
what you smoking man.
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not really a tech change, just some ability swap.
anti tank nades unlocked for all riflemen thru the grenade upgrade, not via vet.
volley fire as rifles vet1 ability, must have a bar equipped to used. increases volume of fire output to do suppression, takes an accuracy debuff when active. lasts 40seconds for 40munitions.
just an idea to pass around. remove free squads from officers, rework officers to become doctrinal units. LT into rifle company taking over rifleman flares and will be called as combat command squad. has greater sight range than regular riflemen, comes with 2 thompsons, 1 bar and 2 garands. has frags by default and ability calls 'fire superiority'. breaks suppression and gains defensive bonuses but reduces movespeed to walking only. good soft counter to exposed MG positions
opposite of the assault fire by paras with thompsons.
capt could become forward observation officer in infantry company, calls in rapid smoke barrages, has increased sight range and victor target once priests and only priests are deployed. vet1 ability to fire incendiary mortar barrage. |
riflenades are the bestest nades imo, just not used in the same manner as regular nades.
using them right almost always guarantee a hit because they can fire from a range where they do not have to break cover, easily juking opponents and have them eat a couple of squad wipe nades.
aim them against squads in yellow cover and watch the wipes happen.
i really dont know the arguement of it having obvious cues, it isnt obvious when a full on push is going on, compared to infantry with regular nades breaking cover and pushing up aggressively into nade range. |
a much more major issue on allied mg imo, who dont do enough suppression and damage on vetted ubermensch infantry.
volks/obers and grens can pretty much charge through craters and snipe the mg down with superior aryan firepower. |