i really appreciate the munitions buff, but at the same time i kinda liked it when it was at 66%. being munitions starved really forced you to make decisions on what upgrades/abilities were a priority instead of just spamming them since you had a surplus of munis.
but im not complaining |
Anticipating an early jeep, both OKW players build an early raketenwerfer that arrives on the field as soon as the jeep does. quickly dispatched before it can do any major damage, game turns into a huge slug fest |
Used the Jaeger light infantry to good effect against Sepha's riflemen, which leads to an early surrender.
Also a nice firefight where a one volks and one sturmpio squad break through a surround by 3 riflemen |
I remember this one. i knew i lost when my volks threw a grenade that collided with my truck model and killed 4 of their own squad members instead of going over it to kill your assault engies that were planting the demos |
with the lmg upgrade theyre basically the equivalent of obers. theyre your most elite infantry and after the paradrop insertion basically just a buff riflemen squad |
i havent been able to recreate this bug |
well the commander itself is rather gimmicky in the early game and the arty is the only thing that it has going for it in the late.
i'd say slightly increase muni cost but then give the OKW trucks some sort of arty-resist so they take reduced damage from arty but still take the same damage from regular units |
honestly they should just change it so it requires 1 cp instead of 0 |
JLI ARE BRIDDY GOOD |
all units have higher dps at close range but due to the small squad size youll want them to be shooting at a distance. use them similarly to pathfinders, use volks to form the main firing line with jaeger light infantry to back them up. use the sprint ability to quickly flank into close quarters if you need to take out an MG using their high close range dps or to reposition to better cover. i just wish they had the infiltration tactics grenade assault |