I was disappointed that they changed it, I used to use this ability a lot to get that fleeing Panzer IV or scan the area ahead to get an early shot.
Now it's kinda useful in that you can see ahead on the mini map before moving, but now you still need to send in units to be able to shoot anything just out of sight. I don't think they needed the double nerf, what does it cost now, 60muni? |
^Honest answer, the Kubelwagon is made of a material that was rejected for use as tissue paper, because it was too flimsy.
If you have two riflemen, just focus fire the Kubel and you WILL force a retreat, as the OKW mandate that Kubelwagon drivers must be drunk at all times, it'll likely start ripping burnouts in front of you instead and just get blown up.
If they are attacking with a Kubelwagon + two Sturmpioneer squads, that's a different story, but in that case they are tying up ALL their manpower into one big force, retreat and cap elsewhere or split up. (that is 980MP if they have a Kubel + 2x Sturms).
Also, I can't be the only one who read the title of this thread with a Seinfeld voice. "What's the deal with the Oberkommando West!?" |
Thanks for the responses! I was always unsure about merging Cons with Guards, but I'll do it as often as possible from now on, ditto any other troop types save for shocks.
I might even try to recrew weapons with other units and then merge them with cons to get the better weapons for the support crews. |
It's not as powerful as it used to be (I believe it was heavy cover equivalent), it's just light cover now.
It's still kind of handy if you ambush a squad where there is no other cover, since you'll have an advantage of light vs no cover, but it's not as powerful as it once was.
It's more useful now against Machineguns to avoid suppression and the like (which I believe was the original intention). Just be careful as when hitting the dirt your men are vulnerable to grenades and getting crushed by tanks. Use it sparingly. |
All depends. I would say they can RETREAT them. But they cant be used consistently nor cost effectively. If say you get lucky and get a good bleed on them and cause the spiraling out of control Reinforcement instead of buying new squads then yeah but you need to keep mass producing your scripts.
But even if you field a TON of them if they get anywhere around 2/3 your force size you are going to bleed MP like a stuffed Pig.
I would say that for cost Scripts are 100% not viable against them. Maybe VonIvan or Jesulin can do it I dunno. But why would you bother unless your trolling someone much worse than you? Especially once Strums start getting Vet. And the worst part is for poor scripts Sturms are the LEAST of your infantry woes.
Its sad Scripts are the worst infantry now IMHO due to the factions they have to face. Its like saying Sorry OST you need to fight Vanilla Riflemen with Pios and if you dont call in Agrens at some point then you are stuck fighting Airborne with M1919s!
I wouldn't mass produce them against OKW, but I meant in the initial encounters, when you first skirmish in the game. The opponent probably has 1x Sturm and then a Volk and Kubel or Two Volks in reserve. In this case the soviet player has 3 Cons w/molotov + a CE squad or some variation. In that case if you bump heads with a Sturmpioneer it's probably best to double team them to force a retreat is what I meant. |
^That's what I wanted to ask about actually, what changes apart from armour? Do Guards have more HP for example? What negative aspects do Cons keep by merging with say, guards or shocks?
I know they don't get Shock Trooper armour, but what else do they not gain when merging with elite infantry? |
Cons should be able to beat Sturms 2 to 1 at least right? I'm pretty sure I've had success doing that at least, get a squad into cover and draw the sturmpio fire, then flank with the other either to focus fire or chuck a benzine bomb at them. |
So I've been thinking recently about Conscripts excellent 'merge' ability, more specifically, when it's viable to use.
I remember that it's always a good idea to merge with Penals, since that unit is identical in terms of durability to Cons, but cons are cheaper.
The other obvious one is merging with other Conscript squads, particularly one that has more Vet so it can stay in the fight longer.
What I want to know is, since they've removed armour from every infantry unit except Shock Troopers, is it more viable now to merge cons with Guards Rifle? Do they miss out on the reduced 'incoming accuracy modifier' instead?
Apart from that, merging with weapon teams is also an excellent life-saver sometimes, something that I really miss when playing as OKW.
That also reminds me, it allows you to recrew weapons with any unit that is available (guards or shocks for example), but then you can just merge with cons back at base so you don't have to pay the inflated cost of reinforcing elite infantry for the weapons team. As a bonus, the conscripts that are merged into the weapon team will also get the elite infantry weapons I believe! An MG42 manned by SVT carrying soldiers is a handy thing to have.
Anyone got any tips and tricks?
I'd like to add something I do often (and probably common knowledge) is use merge then immediately hold Shift and hit the retreat button, so the squad that just merged will immediately retreat after topping up the other guy. |
Wait what? How the fuck are you going to aim a tank trough 2-3 wooden walls? GL on that...
Maybe they have X-ray IR trucks like the OKW uses! |
As someone said before, try to keep your units spread out enough that if one gets caught in the arc, the other can go around and flank it. Smoke grenades are also very handy for getting past them and nullifying their threat.
If you find yourself facing someone who builds tons of MGs and they all cover eachother, that's a sign he's focusing on one point. Go and try to cap everywhere else instead. Take his fuel, his munitions, creep around the map building your own map control. MGs are not fast and he won't be able to react very well to this. |