Moving unit to HQ allow Ostheer to SKIP tier. Something that Ostheer really need if it want to remain interesting.
I think my point still stands; if you move any unit and implement some "must tech up first" to use them/ use them effectively, then the moving is pointless becuase you'd still be forced to build it anyways.
You can't really truly skip tiers as Ostheer, since you need researching Battle Phases to skip over, and the units the tier provides is useful enough to not pass over.
I also personally don't like the idea of skipping tiers, given that Relic's sorta-woulda-coulda-shoulda about it. You could skip tier as OKW which presumably was kept to keep it a faction flavour, but that's because OKW is OKW; and then they took out ability to skip T3 as Soviets. That leaves USF.
Why do you want to have Ostheer able to skip T2 anwyways? I don't think Ostheer is currently uninteresting to the point that Relic needs to poke a stick in the dungheap. I'td be madness to skip T2 at all, and removing one unit won't make it much less mad.
If they want to make Ostheer interesting, I say make new commanders...or at least fix some of the lame ones. I strongly encourage the latter before doing the former, since it is easier. |
There's no point moving units around if you still need to upgrade just to train them. It might make things worse because you can then train Panzergrenadiers/ 222 at the same time you bring out halftrack or AT Gun, etc.
The closest I would support is 221 (that is, bring back upgraded scout car). You can either hope to score easy win by spamming them early game but no fuel to tech up, blitz to T2 for 222 and hope the one or two of them you built first will last, or play as normal, and not build them until 2cm can be acquired.
Personally though I think it is fine, or at least not bad enough to warrant another switcharoo. |
UKF
Royal Artillery Antitank Regiment
1- Tank Emplacements: Royal Engineers can Hulldown vehicles, rendering them immobile but granting camouflage.
2- Field Recovery Operation
3- Observation Detachment "Valentine"
4- Antitank Detachment "Achilles": M10 with Firely's 17 Pdr. gun, faster movement speed but weaker armour; has no upgrades, but has its own "Emergency War Speed" without needing Hammer tactics, and the "Fire APCBC Ammunition" ability, similar to Pershing's HVAP ability.
5- Airburst Saturation Barrage: Off-map 25 Pdr. batteries fire Airburst shells at target area, suppressing and stunning enemy infantry and tanks when hit.
USF
Cavalry Assault Company
1- WC51
2- Fire Up!
3- M3 Halftrack with Cav Riflemen
4- Pershing
5- 240mm Howitzer Barrage
Fire Support Company
1- Assault Engineers
2- Heavy Emplacements: Fighting Positions can be upgraded for increased durability and additional slot; 81mm teams and Pack Howitzer can also garrison for both slots. Upgrading locks out the MG upgrade.
3- Direct Fire (Passive): Similar to B4's old ability, the Pack Howitzer, M36 and M8 HMC can fire a single shell directly at targets in front of them; effective against infantry and light vehicles.
4- Victor Target (Passive): Officer Squads can designate artillery targets for all artillery units within range; units firing on Victor Target will restart their cooldowns.
5- 240mm Howitzer Barrage
Ostheer ones:
Scorched Earth Doctrine
1- Tank Traps
2- Sprint
3- Boobytraps: Pioniers can boobytrap ambient buildings and flag points; when triggered units take light damage and instantly suppressed.
4- Stuka Incendiary Bombs
5- Tiger
Reconnaissance Doctrine
1- Sdkfz. 221 Scout Car: Un-upgraded variant of the 222 that can capture flag points and toggle camouflage.
2- Spotting Scopes
3- StuG III Aufs. E
4- Puma
5- Breakthrough
Panzerjaeger Doctrine
1) Reconnaissance Training: Grenadiers and Panzergrenadiers can upgrade to detect nearby enemy vehicles beyond the fog of war.
2) Panzerbuchse AT Rifles: Grenadiers can upgrade to improve firepower against light vehicles; locks out LMG42 upgrade, but grants Tread Shot.
3) Tactical Movement
4) APCR Shells: Like OKW's HEAT Rounds, Panzer 4, Panther and StuG II can activate ability to improve damage/ penetration against vehicles
5) Elefant
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Right, last page of my little notepad before the new War Spoils system:
TWO GAMES: 26m, 38m for total of 64m, average 32m
ONE WAR SPOIL: new victory strike "Railway Artillery" (Ost)
THREE GAMES: 39m, 12m, 34m, for total of 85m, averabe 28.3m
ONE WAR SPOIL: new bulletin "Put those Eyes to Good Use" (USF)
FOUR GAMES: 27m, 17m, 9m, 14m for total of 67m, average 16.7m
TWO WAR SPOILS: duplicate bulletin "PaKs Quite a Punch" (Ost), duplicate bulletin "Long Bombs" (OKW)
FIVE GAMES: 23m, 20m, 52m, 18m, 34m for total of 147m, 29.4m
ONE WAR SPOIL: duplicate bulletin "Watch Your Six" (USF)
SIX GAMES: 50m, 29m, 29m, 33m, 39m, 36m for total of 216m, average 36m
ONE WAR SPOIL: new Victory Strike "Massive Creeping Barrage" (OKW)
Unfinished data (did not get war spoil drop): 36m, 21m, 27m, 26m, 32m, 54m
In this reply, summary data is:
-20 games
-5 drop occurrences
-6 actual spoils; 3 new, 3 duplicates
-total time 579 minutes, equivalent to uninterrupted gameplay time of 9 hours, 39 minutes
With this recent number of games, the average drop occurrence (579/5) is 151.8m or 2 hours, 31 minutes, 48 seconds between drops.
Outliers: shortest time between drops was 64, longest time 216m, or 3 hours, 36 minutes
I will compile a graph chart detailing my data, should be interesting! |