Mortar Half Tracks, Jackson's, and hoards of M1919 Riflemen have been doing the trick for me, assuming
a) I haven't been swamped early game, and
b) the enemy doesn't build that massive PaK on a choke point. |
Alright, I'll do another.
RECON INFANTRY COMMANDER
1 cp Forward Observers
2 cp Ambush Camouflage
3 cp Recon Package
Riflemen upgraded with this (50 munitions) get cold immunity, sprint when out of combat, and have increased sight. Can also interrogate wounded enemy units.
8 cp Emergency First Aid
Pay 10 fuel to heal a Squad anywhere on the map. No reinforcment.
8 cp
Mark Target |
DEFENSIVE COMMANDER
2 cp Advanced Defences
Rear Echelons can construct reinforced barbed wire and fighting positions, and also lay 5 point mines.
2 cp Riflemen Field Defences
3 cp M1919
5 cp 76 mm AT gun can be called in.
5 cp armor can be put in "hull down" position
|
I wonder if an extremely well microed M20 could kill it.
I know the up gunned scout-car can solo an M15. |
Original DoW had something like this. All it did was pigeon hole players into making the same kind of armies.
I have no problems with support weapons getting a large-ish pop count increase though. |
Snipers, scout car, StuG |
The 3 man tank hunter team is redundant; the two man scout team could have a PTRS package.
I also think that the Storm Group should be a doctrinal thing.
But, excellent ideas! |
Is the Majors vet 3 lockdown ability worth risking him for? |
Thought it was new :/ |
So I was watching Romeo lay the wood on some poor guy in the new live replay mode. When I hovered the cursor over the smoke grenade icon, it said that targeting a vehicle with smoke grenades disables it's weapons for some time.
Can anybody confirm or deny this? If true, it seems like a great way of dealing with the Kubel. |