How do you use your bulletins?
Posts: 172
I personally use all 3 bulletins on 1 unit type to make it as efficient as possible.
I am wondering how other players use their bulletins as I see such a mix when playing against others online.
One popular choice I see is the use of veterancy bulletins, are they the most useful?
Which bulletins do you see as the most effective? I would love to see some of your input
Posts: 3552 | Subs: 2
Recieved wisdom is to buff the infantry you will use all game and to get the early advantage
Unless I am trying a specific strategy.
Both:
Accuracy on Conscipts and Grenadiers
Soviets:
Molotov Range
Something else, currently Penetration with Guards.
Ostheer:
Panzergrenadier Accuracy
Grenadier Cooldown and reload
Posts: 3552 | Subs: 2
Some have changed since then, but the principles remain
Posts: 419
Posts: 344
+ armor % for the ISU-152
+rotation rate and RoF for the ISU-152
-10% build time for mines and barbed wire (soviet).
Makes the ISU more worthwhile because the percentages are fairly large, and that build time card is more handy than you'd think, especially early game when you're trying to rush fuel/strat points and wire them off.
Posts: 419
Posts: 574
Obviously it all depends on what sort of focus you're going to give each set, so for example my generally defensive Soviet set has the -10% mines/barbed wire building time, the +7% Molotov range and the +10% T-34 ramming range.
I imagine that van Voort is generally correct in suggesting that the most beneficial bulletins will be those that purely strengthen your basic infantry, as you'll see the most use from them throughout any given match. Mind you, in some games I focus on Engineers and Penals and don't bother to train any Conscripts at all.
For the Germans, I have a defensive set with the -10% bunker build time and a couple of StuG ones (StuG Lover + Destined for Destruction... remembered the names but not the bonuses) but the rest are generally the same as with the Soviets: all inf or all medium tank (as they're universal and so apply to both sides).
Posts: 3552 | Subs: 2
Given that mines cost muntions and bunkers manpower and usually muntions, the limiting factor is on income not build time.
Posts: 20
Posts: 344
I can't remember exactly, but for the Penals +3% accuracy, it takes their long range accuracy from 0.27 to 0.2781.
Wow, ALMOST 0.28 accuracy...is it really THAT useful?
Posts: 2181
Posts: 978
This way nobody can guess whether I´m going T2 or fast T3 with Germans. I don´t like taking the Panzergrenadier buff. If the opponent sees that, I will face the proper counter to them. Also the early combat usually is the most important and regular Grenadiers are in every build anyways. So I don´t give away any information.
For Russians however I usually go for the Sniper and Penal bulletin. It just fits my playstyle best.
What´s also funny is to fool your opponent. Granted, I don´t do that often, but if you take three Panzer IV bulletins and don´t go for tanks at all, it´s funny to see how your opponent is massing Zis-guns that won´t help him. Actually this is more useful than the three wasted bulletins of yours.
Posts: 688
But think about it for a second: how often have you not felt that a game was decided by a marginal outcome? By some scout car that got away with almost no life? Or by a gren unit getting a nade lucky enough to open the enemy line for a breakthrough?
Right. It happens. So exploit that extra margin by chosing the right bulleins for your strategy so that you get that marginal advantage.
And don't go all in on one effect. Unless you disregard the bulletins completely and only use them for disinformation, don't put like three armoured bulletins in. It gives your strategy away.
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