This might be true, but I think it's still random. I tested this mine and some times it kills vet 0 PG and other times it can't kill a vet 0 pioneer.
Can you please share one reply showing this? I would love to see how 10-15 mines influence the game.
Just go to youtube and type in "JackTheRooster vs SageOfTheSix Propagandcaster" and you'll see my replay. I have 3 up actually with Propagandacaster and I use vet 1 mines in every game. |
Any other responses will surely help, the other thread's nearly dead :/
As said before, the maxin's setup time is a large advantage over the MG42. The vet 1 ability, sprint, allows your maxim to get to the frontlines much quicker than the German counterpart. Yes, the arc is smaller than the MG42, but the setup largely negates that. It also does more damage than the MG42. If you notice, the MG42 doesn't kill much, just suppresses. You do, however, have to watch for the vet 1 incendiary rounds which shred light armor and deal quite a bit of damage to infantry. |
Cool, good to know, I never really use this ability. How is the vision? Does it provide as much as the Soviet sniper flare?
Edit: On a similar note...can mine sweepers detect them?
Mine sweepers can detect them and they will be automatically removed if they are revealed by mine sweepers. They are damn hard to see even if they are revealed, however, so you may reveal them, but walk right past them allowing them to be hidden again. I love these little mines to death and use them every match. |
This doesn't always kill a man in the squad though does it? I ask this because this ability is like never used against me. I use it a bit and have been doing it more but I sometimes still see 4 men in the squad when it goes up. It does kill though, I have seen it a number of times.
I ain't to concerned about the kills, I use it primarily for the vision but it would be nice to know.
The trip wire does 80 damage, I believe, and the kill factor is largely influenced by the vet of the unit I've found. The armor bonuses infantry get at vet 2 typically will stop an outright kill from happening. I do have a shoutcast by propagandacaster on Youtube where I use at least 10-15 trip mines throughout the match and they don't always get a kill, but the chance is pretty high. |
The only situation I have found shock troops useful is if you are in a tight late game situation and you need a strong side capping unit that can 1v1 late game German infantry.
Penal battalions are a cheaper alternative to this use.
I don't recommend getting shock troops early ever because they will drain your manpower as you reinforce them.
In general, shock troopers suck. They are way too expensive and their damage is too weak. They also are get suppressed crazy quick by mg42s.
The penal troops have the same armor as conscripts so they will die like flies late game to German vet infantry. The shock troops are fine to get, but I typically only get one squad because of the expense. |
I actually just had a 2v2 where I was so glad to have Shock Troops. They stand up to pretty much any German infantry, as advertised. I'm a happy customer right now.
Also, if you go t3, back capping with Shocks and an m5 is quite entertaining.
Shock troops are amazing in blizzards where the German enemy has shorter sight lines that allow Shock Troops to get in close. Actually, any short range infantry benefit from blizzards. |
Hey all,
Now, I've been on the forums for a while and I'm aware that Shock Troopers are considered the inferior choice to Guards Riflemen, but I was wondering if any of you used Shocks and could recommend strategies including them (I tend to do 2v2 and 3v3 anyways so it's likely my teammate will go Guards Rifle.
Both anti-infantry, shock rife frontline, and Terror tactics use Shocks as well, so if I'm going to go for the KV-8 I get them anyways. Was just wondering if anyone had suggestions or tips for shocks, as well as considerations for dealing with things like the newly improved Scout Car in light of the fact that Guards wouldn't be there to deal with them.
thanks,
Shock troops aren't inferior to Guards, they are just different. They are to be employed vs opponents that use heavy amounts of infantry and support weapons. The scout car can be dealt with using AT nades or units in cover. Soviets can have early AT guns with a T2 start.
I typically use Shock Troops as a reactionary response to a lot of Infantry and support weapons on the field. If I'm doing well at holding fuel, I'll use a doctrine that allows for better anti infantry options which include Shock Troops. If I'm not holding the fuel too well, I'll go for Guards Motor Doctrine for the extra AT power since vehicles will be more likely to be encountered. |
The current patch will allow for a much greater success for conscript/molotov flanking based strats for Soviets on Semois.
The previous patch however I had a lot of success going 3 conscripts, camping key buildings and going T2 for the mortar. I would then proceed to get Guards or Shocks and basically just tech for T4 to get SU85/katuysha. Katuysha own on this map and its so easy to keep them alive.
THIS. This is the strat I currently employ while almost always going for a mortar in T2. The mortar is key to not being pinned in your base for long periods of time. Although, I don't always go T4 depending on fuel. The T34 is actually a viable unit as of a month ago and the T70 is simply a monster vs infantry. |
I agree. You need to focus on one side and stay in the buildings, because if you get pushed off even once, it's gg when they can just lock your bridge completely down with a single MG.
I disagree that it is GG if you try harassing points and not keep beating your head against a wall and continually getting pinned by running headlong into the MG42. Going to T2 after 3 conscripts and molotovs and getting a mortar is key to breaking out. Early map control is key and not blobbing up. You should never have two conscript squads pinned by a single MG42. |
I haven't figured out how to win this map yet. I always seem to get caught at the choke points at the rivers, and it's hard to get reinforcements where they need to go since they have to take long walks to get there.
Has anyone figured out how to play this map yet? I have it vetoed for now...
My main recommendation is going three conscripts to molotov. Build the T2 building and get a quick mortar out to help with breaking out of a MG42 base pin. The German player will often go straight for a basepin as early as possible and the mortar is key to breaking out. |