The Pack Howitzer can actually kill things since it has a larger AOE, kill radius for infantry being max at 1.5 versus the Leig's 1 and its kill radius gets even larger with HEAT.
If both units are on the field, the Pack Howitzer will likely outstrip the its German counter part in terms of kills. |
Since we're getting away from traditional, one vet abilities fits all here's some random ideas
Ostheer Panther: APCR Round- Target ability, enemy vehicles only. Fires a single shot with increased accuracy, penetration, and slightly longer range(55?) than the standard shell. Cost 30-50 munitions.
Panzer IV Command Tank: Mobile Command(Passive): Command tank defensive modifiers now apply around the tank outside of friendly territory in a moderate radius. When the tank or affected units are not in a friendly sector they receive 10% instead of the full 20%.
M5 Halftrack(stock): Forward Post- Locks down the M5, with one or two medics that slowly heal troops out of combat. Would pick-up wounded for a minor manpower (third to a half of the model's cost) refund if they ever brought the medic retrieval system back.
Quad: As stated increases AA range, but when stationary against ground, increases its area suppression and reduces reload.
Conscripts(in addition to trip-wire): Rapid Rate: Target ability. Accuracy of the squad is reduced, but cooldown is decreased. A infantry squad being fired upon by other units while targeted by this ability have increased received accuracy modifiers as the conscripts keep them distracted. (Does not stack) |
Been too long since I check my rank when I decided to try US for 2-3 weeks |
1v1.
When my opponent starts to fail apparently it is because Ostheer blobs by properly supporting each other. Apparently Ostheer is supposed to grab map control like Soviets and US. |
Pack Howitzer
Hey, who's talking bad about my pack howitzer? I use them every game as US.
They may be overpriced, but they are effective and good, especially against all those long-range axis troops who like to hug cover. |
I'd prefer for this one to stay since mortars tend to take the longest to pack-up since they have an odd habit of picking-up the tube to face an enemy, even when one is slamming on the retreat key.
One may say: It went down to one men, your fault!
I would counter by saying: I should not lose my mortar on retreat simply because I had it on auto-fire making the crew spend 3-4 seconds playing with the tube before they die horribly or actually start packing-up because an enemy unit showed up out of the FOW. |
1v1 on Crossing in the Woods. Still using my main strategy of four rifles into Captain into Pack Howitzer. |
4 man crew(easy to kill with small arms) retarted animation of setup/desetup. Overpriced at 280 manpower and 35 manpower to reinforce. T2. Captured Mg34 with 6 man crew is far better.
That may also be because for some reason, the MG-34 is a little too powerful for its cost compared to the more expensive, if non-doctrinal, Ostheer MG-42.
Only thing I think the 50 needs is teleportation mechanics and remove its motorcycle-like movement for the gunner. |
A 1v1 game of lack of US upgrades versus OKW. Main point is the Vet 3 Pack Howitzers as well as to show the Howitzer's usefulness despite its cost. |
So I've been playing around with the Captain a ton and been deploying the 75mm Howitzer as the first unit after 3-4 rifles and/maybe an ambulance. Crazy since it's stupidly expensive, right?
Despite its cost, I've been having good use with it, though it requires a good position or finesse to use it to its full potential. Most games I play it tends to get it to veterency 2 or 3.
Thing is with this gun, despite being labeled a howitzer, it's far better at direct-fire, I find, than it is indirectly since it takes far longer for the shot to reach. It has good AOE, decent direct-fire range and you can immediately have a second shot by using the barrage ability, useful for trying to get another shot in at approaching infantry. Plus it doesn't need that long to vet with HEAT shells when targeting troop concentrations while laying serious hurt on the enemy if they decide to stay still for a moment. Really helps versus Obers and other long-ranged infantry.
I haven't used WP much since I prefer the direct-fire mode, but having been hit by other WP abilities, it seems useful just before an assault.
I probably need to get some replays to show next time, but anyone else find the 75mm a good direct-fire weapon?
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