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russian armor

How to make airborne guards better?

4 Dec 2019, 12:27 PM
#61
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post4 Dec 2019, 12:03 PMMaret

..
If it so - make from them stupid copy of falls. ..

They can not, ABG do not have animation for an airdrop. Fall are airdropped units not infiltration.

They hole commander is problematic. Currently best imo would be to remove the infiltration part, lower cost and CP and be done with it.
4 Dec 2019, 12:45 PM
#62
avatar of Maret

Posts: 711

jump backJump back to quoted post4 Dec 2019, 12:27 PMVipper

They can not, ABG do not have animation for an airdrop. Fall are airdropped units not infiltration.

It's possible to add glaider landindg to them?

jump backJump back to quoted post4 Dec 2019, 12:27 PMVipper

They hole commander is problematic.Currently best imo would be to remove the infiltration part, lower cost and CP and be done with it.


But it don't make the unit workable. They don't have anything, if compare them with other doctrinal elite infantry. They don't have synergy with commander abilities.

In fact, now ABG are just:
1. With ppsh castrated version of shocks
2. With dp-28 castrated version of obers

Just compare ABG with other elite infantry:
1. Obers - stocks, good scale, have WP nade and bundle nade, could palnt booby trap on points, in doctrine have access do IR STG and valley nades(IRC, maybe i'm wrong).
2. Falls - could set in ANY point of map, stealth, first strike bonus, faust, have WP nade and bundle nade, have synergy with Papa Faterland and ability of stuka raid.
3. Commandos - cheaper significant (320, but 3 men and already equiped) or cost little more (390 MP 5 man squad fully equiped with glaider, but glaider give you ability to set them in ANY point of map and also give you reinforcements); stealth, bundle nade, first strike bonus, smoke grenade. Could carry boosted brens.
4. USF paras - could be set in ANY point of map, could get reinforcements from radio net. You could take any team weapons and reinforce it by radio net. With thompsons - close range monsters, due tactical advance. Have very long range of grenades, could have boosted versions of zooks. With 2 lmg have suppresion fire. Good synergy with commander ability.

4 Dec 2019, 13:02 PM
#63
avatar of Crecer13

Posts: 2181 | Subs: 2

If the paratroopers cannot be parachuted, then they should be converted into an ambush unit: rework to four people and maybe five people, give camouflage, give the ability to sabotage: destroy a point - the point does not give resources until the engineer will not fix it, or a trap on a point - a unit that will return it back will be blown up, or another ability for active sabotage. Rework weapons upgrade to an ambush style.
4 Dec 2019, 13:12 PM
#64
avatar of Katitof

Posts: 17875 | Subs: 8

If the paratroopers cannot be parachuted, then they should be converted into an ambush unit: rework to four people and maybe five people, give camouflage, give the ability to sabotage: destroy a point - the point does not give resources until the engineer will not fix it, or a trap on a point - a unit that will return it back will be blown up, or another ability for active sabotage. Rework weapons upgrade to an ambush style.

You're aware that partisans already exist?
Plus, falls were deployed for years the same way AGs are now.
Its just nomenclature.
4 Dec 2019, 13:18 PM
#65
avatar of Crecer13

Posts: 2181 | Subs: 2


You're aware that partisans already exist?
Plus, falls were deployed for years the same way AGs are now.
Its just nomenclature.


I Know, that we have an absolutely senseless unit, which was originally conceived as "parachuting" (and, moreover, without explosives, although other dropping units like Paratroopers and Commandos have explosives) - and now it's just a Guard appearing from building. And since a unit cannot work as it was originally conceived - this unit should be reworked.
4 Dec 2019, 21:24 PM
#66
avatar of Acidfreak

Posts: 281

I agree unit should be reworked. And no we are not asking for buffs. Just viability and synergy with the commander.
4 Dec 2019, 21:25 PM
#67
avatar of Acidfreak

Posts: 281

jump backJump back to quoted post4 Dec 2019, 12:03 PMMaret


Hmm...stealth squad with faust that could cripple your engine don't make "huge issues" while ability that could be turn off by tactic smoke or decreased by blitzkrieg do it.
If it so - make from them stupid copy of falls. They didn't make huge issues for your vehicles. ABG could be deployed in any point of map with 2 "tweaked" dp-28 + another 2 you can buy for 60 muni when t4 will be deployed. Abilities the same as for falls. No Papa Faterland and reinforcements from stuka raid, by at least better than current.

Lol spot on. Stealth fausts are not problematic but button guards are. Use smoke and reverse
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