Using Major in combat?
21 Feb 2019, 17:14 PM
#1
Posts: 48
Curious on those that use the Major in combat. I typically only use him as a retreat point near my ambo to keep my units on the front line. Only this week did I start using his recon pass as I finally realized he can do that while retreat point is activated. I've seen others that put a bar on him and bring him to the thick of the action. Is this worth it? Does he offer enough to where losing him as a retreat point or being KIA, outweighs the benefits of his abilities? Thoughts?
21 Feb 2019, 17:36 PM
#2
Posts: 1593 | Subs: 1
Reworked major arty is pretty good after the buffs to it. Personally i like the forward retreat point more. Mapcontrol is so much better with short retreats.
21 Feb 2019, 17:36 PM
#3
Posts: 1740
I would never use it as a front line soldier myself. You should see him as a support unit such as an MG or a Mortar because he has amazing utility abilities.
21 Feb 2019, 17:36 PM
#4

Posts: 13496 | Subs: 1
... Is this worth it? Does he offer enough to where losing him as a retreat point or being KIA, outweighs the benefits of his abilities? Thoughts?
There is little reason to give him a weapon since he share veterancy.
The Major can be used in the front-line for smoke grenades and call-in arty.
21 Feb 2019, 17:38 PM
#5
Posts: 416 | Subs: 1
21 Feb 2019, 17:50 PM
#6
Posts: 48
21 Feb 2019, 18:05 PM
#7
Posts: 607
He's more of a utility/support unit, he functions more like a caster/wizard from a more typical RTS game where his auto-attack isn't the real purpose.
Having said that, I do sometimes slap a bazooka on him when I need more handheld AT and don't want to sacrifice the AI ability of any of my other squads.
Having said that, I do sometimes slap a bazooka on him when I need more handheld AT and don't want to sacrifice the AI ability of any of my other squads.
21 Feb 2019, 18:34 PM
#8
Posts: 3423 | Subs: 1
I have put an m1919 on him when floating muni before. Since it's the weapon that puts him least at risk to use.
But mostly I just keep him near combat until he vets up. Vet 1 is the extra recon plane, vet 2 is the extra arty shells. Both of those are super handy
But mostly I just keep him near combat until he vets up. Vet 1 is the extra recon plane, vet 2 is the extra arty shells. Both of those are super handy
21 Feb 2019, 19:04 PM
#9

Posts: 25
If your desperate for some AT: equipping bazookas on him allows the major to function as light AT like rear echelons since it doesn't really matter what his dps is
21 Feb 2019, 19:42 PM
#10
2 Posts: 538
I think he gets a second recon pass as soon as he hits vet 1/2. That is nice, as he vets quite fast.
But I have never seen him as a fighter.
Capping, yes.
Arty Werfer, yes.
kill anybody? hardly. May be wounded Osttruppen.
But I have never seen him as a fighter.
Capping, yes.
Arty Werfer, yes.
kill anybody? hardly. May be wounded Osttruppen.
23 Feb 2019, 18:53 PM
#11
Posts: 3053
There is little reason to give him a weapon since he share veterancy.
The Major can be used in the front-line for smoke grenades and call-in arty.
+1
I wouldn't waste muni on giving him BARs unless you literally have like 1000 but he's great as an extra smoke squad and the arty is pretty decent when he gets vetted and it's one of the cheapest arty strikes (if not the cheapest) in the game.
23 Feb 2019, 19:20 PM
#12
Posts: 464
get him vetted up and get the better arty XD
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