Yeah I'm liking the pairing of the pIV with the jp for okw more than a single pricey tank. It's a good mix of strong ranged at and mobile ai in tandem with those two mediums and screening infantry. More reliable (though more expensive) than ost t3 or sov t4, and, true to okw style, vet makes a huge difference for both vehicles.
Is elite armor still buggy? I might try it out. |
Big, fat +1 to that redditor. Great info. Even more reasons to love Joint Operations.
I wrote le reddit wall of text a while ago, and someone with actual work ethic got those nice images and ranges.
Im looking forward to using these docs vs any wannabe sim city brits, though we'll see if players initially gravitate toward aggressive or defensive Brit play.
Or maybe theyll just hold out till the eagles save the day like in lotr/hobbit movies? |
Very nice summary and analysis. |
Pathfinders are support and sighting teams, IR Pathfinders are recon and artillery support, JLI are Hunters.
3 different rolls.
This is an accurate contrast.
I do think the AA snipe ability could be interesting, but it would need to cost something like 45 munitions or more and be a vet 1 ability to fairly exist as an interesting mg soft-counter. Not for the I&R pathfinders though. |
I'm in favor of a lot of changes mentioned in this thread.
On the subject of doctrinal heavy tanks for USF, I have one suggestion.
Make it a command tank.
This keeps it from ending up like every other doctrinal callin heavy strat. I like the concept of USF using multiple mobile, coordinated vehicles in fights led by a durable frontline tank rather than just spamming a fat wannabe IS-2.
Give it something like mobility + penetration or rate of fire, and a mark vehicle similar to the command panther. Maybe an ability like "flanking speed" that speeds up all other tanks to get those rear armor hits or kite charging panthers. |
It just needs to be very, very vulnerable for small fire and gets normal durability while converting.
Truck pushing out of cover, suppress by Kubel, wiped by Stormpio - GG.
This. |
AT Rifle performance vs Light Armour is worse than Panzerschreck performance vs Medium Tanks. The only use the AT Rifle ever had was 4-shotting the Ostheer Scout Car, and it doesn't even do that anymore. Currently Light Tanks have double the health the Scout Car had when it was 4-shotted. Against a T-70, AT Rifle teams would just be feeding.
Well when you're fighting an infantry killing machine, sure you can't just attack move. Guards can't fight the luchs unless they're in heavy cover or garrisoned, but doing so makes them an actual threat. A pair of AT rifles would be useful versus the less lethal wc51, utility car, greyhound, stuart, etc. Add to that a shrek upgrade and you'd have a dedicated mobile AT squad that scales and is worth buying. Then take out the volks' shrek and you have more strategic variety than just overly versatile volk shrek spam.
I dunno if it would be a perfect thematic fit. I'm just saying OKW could make use of an AT rifle, particularly vs USF, and maybe putting shreks on a different unit coupled with AT rifles could help solve the volk blob shenanigans that players seem so tired of. |
I like how many people advocate for the AT Rifle replacement, because they know AT Rifles are a worthless downgrade.
What if a new OKW tank hunter squad started with 2 at rifles and maybe had a shrek supplemental upgrade?
AT rifles are useful vs light armor, which US have plenty of. This would make tank hunters more of a dedicated AT squad (2 or 3 out of 5 models with no Kar98) so they wouldn't be the anti-everything blob that volks are now. The shrek upgrade would be for lategame scaling.
I could see this being a medic truck unit for like 340 manpower (OKW have plenty of manpower, for sure), with a 90 muni shrek upgrade and maybe throw in the vehicle detection ability that stormtroopers have? All this while volks can no longer get shreks.
Just throwing stuff out there. |
OP is correct. Alternatively, just implement the bit of the excellent OKW revision mod where Volks are riflemen only and a dedicated four-man AT shrek unit is available from the T1 truck.
So you can have an immediate puppchen from the HQ, better than the current one, *and* choose infantry AT a bit later.
Oh...damn...that sounds really interesting! The med structure could use another interesting unit, too.
What if they added this 2-shrek unit, then gave back the shrek upgrade to the sturmpioneers? If you really want to buff sturmpio play you could make it toggleable like the minesweeper. This would also accelerate sturm veterancy, which would make them close range death machines lategame. More interesting than safe long-ranged anti-everything blobs imo. Sturm spam meta? Idk. |
The JT get crew shock every time it got hit, I think this feature should be removed, hardly seen a useful JT even in large team game, consider how many ppl cry about nerfing OKW, not sure relic will remove this "crew-shock-after-been-hit" feature anytime soon.
I find that if your oppenent gets that close your JT wouldn't be doing much anyway, slow pathing and whatnot. It seems like they've designed it to be able to withstand a bit of punishment but still require support to fend off attackers. It has enough armor to withstand some frontal hits but impacts stun to make extra sure (if the slow speed wasn't enough) that it cant reverse and fire like the SU85 does in some fights. Makes sense to me, but yeah it's so pricey that it's not ideal for most games, which I don't really mind tbh. |