The Brumbar and Panzerwerfer both need their roles better defined, right now they're suffering from a serious identity crisis. The Werfer costs too much to be really used in 1v1s, and it's easily outclassed by the Walking Stuka in mixed teams.
As others have pointed out, the Brumbar's role has been taken by the Ostwind.
Maybe a slight increase to Brumbar AT ability to better differentiate it from the Ostwind? Allow it a more versatile fire support role, where the Ostwind remains the premier anti-infantry tank.
Then I would see either: buff the Werfer's accuracy or give it the precision strike vet ability instead or on top of the counter barrage. That would make the Walking Stuka arty that can cut a wide swath of destruction, while the Werfer is more pin-point accurate strike.
Or give it more missiles per barrage to give it an area of denial effect. Not sure what exactly the problem is, but it really is lacking hard compared to the walking stuka and the Katyusha. |
People have already said it, but Assault Grenadiers are very effective against Americans. They are difficult to use, given their short effectiveness range, and lack of armor.
However, if used correctly they perform very well early game, and then shift well into a late game durable capper and weapon team re-manning squad.
They are not a mainline infantry unit, and you really shouldn't be getting more than 1 or 2 of them in almost any situation.
Plus as others said, they're in one of the strongest doctrines against USF. Stug E has no real counter until Shermans or Jacksons, and with HEAT rounds you can even kill those with Shrek/Pak support. And the Tiger is almost completely uncounterable by Americans without huge investments and specific doctrines. |
I still love Ostheer, but the Osttruppen need to be looked at desperately. They've been lacking a real role since they had their manpower increased to 200, and it's only been amplified by having to fight Americans now. |
I really like some parts of this map, and I think tactically, it has some really cool stuff in it early-mid game. The dynamics of the open fields, the building cluster on the west side, the close quarter combat around the center, variety of cover, cool shot blockers, fence hopping and stuff.
But I think late game there are some problems with it. I think if you made the trees around the center vp crushable, it would really open up the map late game. Maybe not idk. |
The Pak outclasses the ZiS in anti-tank roles, which is amplified by the fact that the pak is facing weaker armor than the ZiS. The ZiS gets the barrage to compensate for its lacking AT ability.
iirc the Stun round is bugged right now, and it doesn't track the target, so when you use the ability, that's where the round is going to fire. This means that in the heat of battle you can't use the stun round to stop flanking T34s, but I do find it useful to start a flank if you have vision on their tank and they don't see it coming. Or if you first use the Stug HEAT round for a chain stun of like a minute.
As for snipers, I don't use them often enough to comment on the other stuff, but I can say that the Incendiary Round can be pretty useful. And if units are bunched up, the round can immolate multiple guys at once. There was some video that was trending a while back where it killed a whole squad or something. It's super situational, but it can be pretty useful if done right.
Not saying I wouldn't rather have sprint 9 times out of 10. But, that is by design. Soviet units are supposed to be worse stat-wise, but with greater flexibility in their abilities. That's why Soviet tanks can cap, artillery can be used as anti-tank guns etc. German units on the other hand tend to have abilities that only increase their already intended role, i.e. at guns have better at rounds, mg teams have better mg rounds. Doesn't apply to every unit, but it seems to apply to most. |
I DID IT!!!
~ KAWAII SENSEI MOSHI MOSH ~
Tiger Ace still #1 tank amis |
I noticed this today with the Advanced Warfare doctrine. My conscripts had to repair sturmpio medical supplies before taking them, and when I attempted to capture an abandoned mg42, the icon for clicking turned into the repair blowtorch, instead of the capture circle. They got suppressed before they could reach it, but it seemed strange. |
I've started to highly enjoy the B4 against OBW. It's great against the forward bases/ infantry blobs, and can be pretty handy against the heavy tanks if you can get an AT nade off.
Plus it's almost impossible for OBW to counter. They have almost 0 off map artillery and the closest thing to on map arty is the leicht arty, which is like trying to counter obersoldaten with conscripts.
The direct fire ability is just like Charlie Dont Surf said, you have to have the munitions, target has to be in range, in vision and in the artillery's own line of sight. And even then, the shot can hit stuff in the way, i.e. elevation, trees, buildings. Unless the arty is vet 0, it's usually just worth it to just use the regular barrage or the precision strike instead, especially given the fact that it costs 180 munitions. |
Fool me once, shame on you. Fool me twice, shame on me. |
2 T34/85s are probably better than the IS2, but I think Shock Rifle is the best commander for my play style in 1v1 on most maps, so I say IS2 is better in the context of the commanders. |