Are they basically the same squad?
I know Guards do decently well vs infantry now and their PTRS rifles hit infantry.
Do the boyz rifle squad do the same? or they purely for light vehicle duty?
Tank Hunter Infantry Section vs Soviet Guards
2 Sep 2016, 02:20 AM
#1
Posts: 238
2 Sep 2016, 03:41 AM
#2
Posts: 773
The stats I don't know but the squad perform (slightly) imo worse than a regular infantry squad against infantry (not much worse mind you, just remember you can't give them brens) but they do a fair bit of damage VS vehicles.
I had someone use 2 tank hunter squads inside a halftrack kill my Puma in a matter of seconds.
I would argue that the Guards are better however at both AI and AT due to their button ability and (confirmation bias?) higher infantry DPS
I had someone use 2 tank hunter squads inside a halftrack kill my Puma in a matter of seconds.
I would argue that the Guards are better however at both AI and AT due to their button ability and (confirmation bias?) higher infantry DPS
2 Sep 2016, 07:34 AM
#3
Posts: 17914 | Subs: 8
Brit BOYS rifle got exactly same stats as PTRS.
Differences are in vet, remaining men and weapons.
Roles are comparable, but given the armies they are in, their performance varies greatly.
You can rely on guards, you can't rely on BOYS tank hunters.
Differences are in vet, remaining men and weapons.
Roles are comparable, but given the armies they are in, their performance varies greatly.
You can rely on guards, you can't rely on BOYS tank hunters.
2 Sep 2016, 10:28 AM
#4
Posts: 1355
Does the AT grenade from the Brits do engine damage? I played 3 games yesterday and i snared the Luch but no engine damage. Is it intended or is it a bug?
2 Sep 2016, 10:51 AM
#5
Posts: 17914 | Subs: 8
Does the AT grenade from the Brits do engine damage? I played 3 games yesterday and i snared the Luch but no engine damage. Is it intended or is it a bug?
It should have the same stats as any other AT nade.
It used to do 60 damage to all others doing 100.
2 Sep 2016, 11:17 AM
#6
Posts: 1355
It should have the same stats as any other AT nade.
It used to do 60 damage to all others doing 100.
What about the critical (engine damage). I am pretty sure that it didn't cause engine damage.
I will test it again later.
2 Sep 2016, 11:18 AM
#7
Posts: 17914 | Subs: 8
What about the critical (engine damage). I am pretty sure that it didn't cause engine damage.
I will test it again later.
Critical is dependent on HP of target.
If at the end it'll be above 75%, it should crit.
If it didn't, but took 1/4 off luchs, then its bugged.
2 Sep 2016, 11:36 AM
#8
Posts: 2636 | Subs: 16
BOYS AT rifles are there purely for cosmetic purposes (and balance):
- When you take into account the out-of-cover penalty, they just suck
- They are there to prevent you from picking up actual guns (Brens + snares would be OP)
Guards have:
- DPs
- Guard Mosin Nagants (which don't suffer from inaccuracy-on-the-move)
- no requirement for being behind cover
When compared to vanilla IS, T.H.I.S. sacrifice a bit raw AI performance for immensely more utility:
- Snare (on a snare-less faction)
- Passive vehicle maphax on a huge radius
I consider unupgraded vanilla Tommies better at AI than Tank Hunters. However, I don't consider vanilla Tommies anything better than medics/spotters/trench-spammers. Both Tank Hunters and vanilla Tommies deal the same amount of damage while on the move (= zero).
Just aim to have exactly one (but not more) Tank Hunters during the game, and you will be fine.
- When you take into account the out-of-cover penalty, they just suck
- They are there to prevent you from picking up actual guns (Brens + snares would be OP)
Guards have:
- DPs
- Guard Mosin Nagants (which don't suffer from inaccuracy-on-the-move)
- no requirement for being behind cover
When compared to vanilla IS, T.H.I.S. sacrifice a bit raw AI performance for immensely more utility:
- Snare (on a snare-less faction)
- Passive vehicle maphax on a huge radius
I consider unupgraded vanilla Tommies better at AI than Tank Hunters. However, I don't consider vanilla Tommies anything better than medics/spotters/trench-spammers. Both Tank Hunters and vanilla Tommies deal the same amount of damage while on the move (= zero).
Just aim to have exactly one (but not more) Tank Hunters during the game, and you will be fine.
2 Sep 2016, 12:16 PM
#9
Posts: 1355
Critical is dependent on HP of target.
If at the end it'll be above 75%, it should crit.
If it didn't, but took 1/4 off luchs, then its bugged.
I know about the 75%, it was a Luch so it should get the crit. I think its bugged.
Thanks for the replies. Now i am 100% sure and i know what to do next.
2 Sep 2016, 13:26 PM
#10

Posts: 677
A.T.I.S. can become very menacing to vehicles with the gammon bomb being one of the few (if not the only one) with double AT snare (AT grenade and G. bomb). On the other hand they are CP 2 that make them a bit pointless.
Boys should probably be a weapon upgrade (exclusive to all other IS upgrades) for IS and not a call in unit...
Boys should probably be a weapon upgrade (exclusive to all other IS upgrades) for IS and not a call in unit...
2 Sep 2016, 16:55 PM
#11
Posts: 1355
I tested the AT grenade against 222s and Half tracks, they DON'T cause engine damage.




2 Sep 2016, 17:31 PM
#12
Posts: 609
They're meh. In theory you can tech skip, in reality they're shittier guards with minimal scaling, the usual Tommy weaknesses and the long British commander cooldowns.
IMO, allowing normal Tommies to upgrade to THIS or allowing them to "upgrade" out of the AT rifles would be fine.
IMO, allowing normal Tommies to upgrade to THIS or allowing them to "upgrade" out of the AT rifles would be fine.
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