What I suggest is an upgrade at battle phase 2, where you add a sergeant model with a mp40 for a 40 muni. This upgrade will not alter their already great DPS at range, but will make them better at close range and make them less vunerable to AOE strikes and the like. Maybe give the squad a slightly better sight range, or some other ability, like being able to build sandbags. I think this could be a good way to make them less vunerable at a fair price, while at the same time adding flavour, and not just copying the Brit upgrade.
That is a nice and unique way to solve the problem. |
It's not a bad idea for a strategy.
If you are going to try this, there are a few things you can do to optimize the strategy.
- Focus on munition points more than on fuel points
- Get a munitions cashe or two in the mid game
- Pick a Soviet doctrine with ammo dumps, otherwise you will be floating massive amounts of munitions
- Soviet player has to lay all the mines, so get at least 2 engineer squads and also lay mines on your allies part of the map |
Soviets are popular because they have extremely resilient squads that don't get RNG wiped often, a well rounded non-doctrinal army that can take on any threat, a broad commander selection that allows for multiple playstyles, and they have the T70, a low health but high DPS shock unit that is perfect for high level play. |
That is a bad excuse for commenting on balance while being 100% detached from multiplayer.
That's ironic. |
so i should NOT use them like i would a sturmpio...use exclusively for mines..demos..flames ?
You can only really use them like sturmpios in the first few minutes of the game where you can overwhelm an enemy with a quick Assault gren + Rifle combo.
After that, they are too squishy and too short ranged to be used like sturmpios, and should instead be used like Ostheer Pioneers but with a bit more firepower. |
Assault engineers, much like flamer pioneers and soviet engineers, are really squishy so they should not be spearheading assaults. Instead, keep them behind your riflemen at first. Lead the way with your rifles when moving about the map. When you see the enemy, get your rifles into cover and see what a good target is for your flamerthrower squad. This could be a unit in green cover or in a building. You then move up your flamethrower squad to deal with this specific threat, taking attention to not move your flamer squad right in the middle of the entire engagement. If you do move your assault engineers right in the middle of everything, they will get focussed down really fast and you will have lost an expensive unit. So take care to move them in from an angle where terrain blocks most of the enemy firepower and where you can use some cover.
When not in engagements, you can use an assault engineer squad to lay mines and boobytrap buildings with demo charges. |
Soviet Mark Vehicle gives 30% extra incoming damage to the marked vehicle and gives recon support.
OKW Mark Vehicle from the Command Panther gives a whopping 50% extra incoming damage to the marked vehicle but gives no recon support.
You can use these abilities to quickly take out enemy priority targets during an attack, or you can use it in a defensive way to dissuade your opponent from attacking you. They are however not cheap to activate so you should not simply use it any time you spot an enemy tank. |
Emplacements are 'meh' in 1v1. Learning how to countering emplacements is basically a trick that you need to learn. Once you know how to counter them, there is little that the emplacement player can do to stop you from countering them.
The only scenario where emplacements are OP is on narrow 2v2 maps. However, narrow 2v2 maps are a nightmare in terms of balance anyway because they do not allow for flanking and are always about players going head-to-head. Many units that require flanking to use properly like the T34/76 or Thompson paratroopers are completely unviable on narrow 2v2 maps, and long range units such as snipers and Jagdtigers are extremely hard to counter on this type of map. Therefore, it's best to just veto these kinds of map anyway. |
UKF have 5 man upgrade.
Hardly any streamer uses it, regardless of rank.
Can anyone explain to me why its not an issue for UKF?
Pretty much every player uses that upgrade.
I can tell because I actually play the game. |
if greens become 5 man because of squad wipes, then, we should convert to 5 man squad JLI, and Assault engies from USF, and pathfinders and any squad with only four models...
Why greens but not obers??? why greens but no USF assault enginers????
Because Grens are the bread and butter of the Ostheer faction. They have to take the brunt of enemy fire. Every other faction has 4 man squads that are fairly easy to wipe, but these units are specialist units. Other factions will always have a hard-to-wipe core of units that acquires veterency to keep themselves standing and build an army around. Only Ostheer has its mainline infantry as permanent 4 man squads. This just gives the faction a weak foundation to build on. |