I mainly play Allies so i'm a probably biased (though I've played Axis before and i often feel bad because of how much less micro is needed aka it's 'easier') but...
I'm fine with Sturmpioneers in that they have deadly weapons at medium to close range but are actually rather fragile. The problem begins as soon as they enter a freaking building. From then on, you are basically screwed as Allies in removing that Sturmpioneer from that building :/
So, Sturmpioneers as a glass-cannon infantry? I'm okay with the idea. But when they're in buildings, I find them extremely frustrating and :drumroll: unfair.
I honestly dont know how you are supposed to deal with them other than relentlessly attacking the building with MGs, infantry, and mortars. And given how long the process is to either wipe or force the Sturmpioneer to retreat, the OKW player will have capped more points since they were able to delay you.
And even if you, as allies, enter a/the building first, their sturmpioneer will keep firing at you blindspot at point blank range until you have to retreat.
I don't know what I would do with them. Either increase the manpower price or lower their health even more
The problem here are buildings in general, they have way too much impact in the game early on regardless of what unit is inside it.
But you wanted to switch spios with volks/ nerf them.
The point in that video was to disprove the previous post about spios winning against tommies almost always.
I also added other mainline infantry there because when thinking about nerfs to one unit, you have to look at how the unit performs against other similiar squads in the early game. If you nerf spios they will be useless against anything but cons.
And here comes the known solution = Buff cons. Cons have been "somewhat useful" for a long time now and people want to buff (slightly) them, but you go for a mindless okw rant that won't help anybody and try to defend your playstyle and ideas, that isn't clearly good for the game.
But for now we have to just wait and see what relic does, they did say in their stream that they are looking into changing maxims and buffing penals, im hoping they will also address the conscript issue then or maybe that isn't needed after the maxim change & penal buff
You probably mean decals, these are currently only given trough some events, like the previous mwnl and operation charlie fox. You can get custom decals trough the workshop too, but those won't work in automatch.
No.
AT gun outranges bofors (don't remember by how much) yet the smoke is always useful to block the sight. You never know if you enemy is going to use ground attack. Or you can easily block 17 pounder with that smoke.
He could have decrewed your pak easily with suppressing barrage if he knew what to do.
Yeah but they don't need to build that stuff in the initial deployment stage.
Let me rephrase- why do they need a starting pioneer unit if they don't need to build anything in the deployment stage.
Not really if you just think it like that, but what are you trying to say here? Replacing them with volks would make okw just way more blobby than it already is.
That isn't point blank, also you do realize that cover is negated at close range anyway so putting up the ghost sandbags is pointless.
i do, the reason for the sandbags is that they can't close next to them, and also if you had a second squad near, they would benefit from sturms not having cover against them. But that test proves your's wrong.
Well i did my own tests in green cover, remember that buildings would be a totally differen't thing. (a nightmare to clear)
It all comes down to rng and positioning, but spios get punished enough for green cover assault. You also need to take in account that those sturms always end up with so little health that they have to also retreat, so its a loss for okw or a tie, never a win. Sturm models are also the most expensive of these squads.