Tiger sucks, unfortunatley. With it being quite slow, it really needs to hurt inf. Slow = easy target, harder to keep alive. So it needs to be threatening as trade off.
Panther will do the job vs armour, but is way less risky as its much faster. And you can afford an addional Pwerfer for same price.
Only time its good is if you got a very big lead and want to crush them early.
If its really not allowed to have too good AI, maybe it should have a bit more damage vs tanks, to really reinforce that role and make it feared.
Slow units should hit like a truck. |
sometimes it's outright denied Ostheer to recrew their support weapons if we consider Allies pushing right behind rocket, they can shoot 1 model from any Ostheer squad they can't no longer recrew anything to retreat with it
Thats why Ost needs to play defensive with support weapons, so that if and when they do decrew, you can reclaim the area, and then safely reman it. If you are getting hard pushed off an area, you should really be retreating team weapons quite handily. And in late game with rocket arty, you should be even more defensive with team weapons, or at least spread them out and treat them as more expendable.
Ost support weapons are brutal, MG42 can base pin if it gets the chance, but they need to be vulnerable and 4 man squads are big part of that. |
Is it possible to ask for lower the required model that Ostheer need to recrew something?
Example: Only need 2 models from 4 man squads (Grenadier, PanzerGrenadier, Pioneer) to pick up support Weapons.
Well, Ost are the most defensive faction in play style, so they should not be extending their team weapons to where they are difficult to recover, and equally they *should* have a harder time than other factions stealing the enemys stuff. Compared to Soviets, who are probably the most aggresive (in terms of pressure), have the best chance of recovering enemys weapons. Its all part of intended faction design. |
Panther does not need high rate of fire. You absoltuley should not be relying on just panther/s for your AT as Ost. OSt probably has the best AT in the game, you are supposed to be using all these tools (faust, shrek, pak, stug, stuka loiter, elefant, etc etc).
The main thing Ost generally lacks is high mobility units compared to other factions. This is what you are paying for with the panther, its durability and mobility, use all your other slow AT tools, then use the panther to react to threats + finish units which have taken damage from your main army.
Panther will always be too expensive and slow firing to only rely on this unit for AT, that would be playing Ost wrong! |
But you should not over reach your vehicles, it's standard practise to play carefully with units, vehicles included. But if you choose to be a bit risky with it, and don't have the means to finish it off should it get abandoned and you are unable to recover, basically you gambled and lost. |
T34 is the cheapest mainline battle tank, so it's not going to have the strongest vet ability.
But cap point is decent, mainly in team games. The ability to deny infantry capping a point can absolutely be game winning, and the ability to cap far to reach places that will take a long time / be too risky for inf is also really good. |
You could increase the damage, bit reduce the crit chance, makes it more combined arms, and less ram + bomb strike.
It's not case that game is ALWAYS about saving units. Sometimes it's worth building 222 just to go spot something for an arty drop, like Howie for example, esspecially if your near pop cap with excess resources. Sometimes it's even worth diving a panther if your going to kill multiple arty units before losing the panther.
The only real mechanic is making sure your resources drain the enemies more than your own, usually that means preservation, but not always.
|
Just make ram damage dealer
That's quite a good idea +1.
Could be absolutely lethal still, but it's going to require more combined arms effort than simply click ram from a flank then click bomb drop. |
The main consideration picking a commander should not be what you want to do, but rather what is your opponent doing.
It ma |
I disagree that everything should be fully hard counterable without doctrines. After all the game is designed that loads of stuff is OP when used correctly in the correct circumstances.
If everything is counterable stock, that frees people to brainlessly pick whatever is the most OP commander.
When you pick a commander, you can help to force enemy to need to try counter what you are doing, often with their commander choice, this is an important mechanic which adds loads of depth of thinking and strats.
Its how the vanilla game was designed with Ost / Soviet... |