USF Airlifted Assault Company
1 CP- Airborne Logistics Upgrade: allows Rear Echelon troops to construct radio Beacons and lay light AT mines.
3-CP Paratroopers
3-CP Landing Officer- drops onto map, 3 man squad. Can call down AT guns and Pack Howies with abilities; also recon run, rocket strafe, and Thunderbolt gun run off-map abilities. Very MP/muni intensive unit.
7 CP- emergency supplies: convert 100 fuel into 1000 MP (values here could be changed)
10 CP- Airborne Assault: P47 thunderbolts perform a quick pass only on enemy territory. 120 munis.
Forward Echelon Company
0 CP- Marksman call-in. Stat clone of Wehr sniper, vet ability can be something generic.
1 CP- Strategic movement: allows Rifle squads to sprint for 25 munis, each squad takes reduced damage while sprinting but can't engage the enemy.
3 CP- M1 carbine upgrade: allows Rifle squads to swap out all 5 Garands for carbines; 75 munis.
7 CP- recon tactics: 3 planes provide a recon pass of the entire map. 100 munis
9 CP- reinforcment battlegroup: costs 650 MP and 75 fuel. Instantly gives 3 random units that the player has accessible through tech; this ignores popcap. The sum of the units prices can't exceed 900 MP and 180 fuel.
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Just use Sniper/swarm the Brits with Volks and Panzerfusies, it seems like it should work. |
Because I use it alot The 50 cal is fine. It also has pretty good damage... (At least it's not an MG34 )If reinforce cost Is an issue, recrew with echelons if it ends up dying.
Mine only die from leig snipes,turbomortar,I decided to a-move it into obers from laziness, or because i left it alone or wounded somewhere, or 2-3 rifle nades into a lone MG, because if it's supported, the supporting rifles can still win the engagement. In other words, typical allied MG deaths.
And I simply can't go without it anymore,"it's that good."
enemy is suppressed before seeing MG because spotter, I walk up with bar riflez, shoot suppressed squads. Enemy does this sequence 3 times, gets mad, gets a Stuka, starts firing angry rifle nades,etc.
I don't lose 50 cals to paks, haven't lost an entire gun because of its 10 armor because getting to decrewed is your fault,nor does having 2 50 cals suddenly insta bleed me.. At worst you have to reinforce 2 models per retreat.
I mean come on. Put it in yellow cover and Throw a nade on it and recrew if its that bad.
50 cal is aloooooot better than it used to be. That I'm certain of.
This actually makes a lot of sense when you put it that way. I've always thought it's meant to be like a gucci Maxim, but the whole "fire and maneuver" thing your describing is how it seems to be meant, to be used.
(It still should be unbugged, though.) |
I don't really get how you can think the .50 cal is good, sure it suppresses infantry but it costs a lot to reinforce, doesn't do good damage to squads, and is overpriced.
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Man, dat early game...so OP... |
Volley fire could be buffed, but REs in general are fine.
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As USF I hate all maps
As Germans I hate Stalingrad, because for some reason it feels like I'm not supposed to win.
As Soviets I hate Angoville. |
USF has no actual counter to the sniper either way tbh. 
Plus less bleed with fewer models. 
You have won. I agree |
Jesus, relic does fucking hate USF don't they 
but riflemen |
I don't like the territory ones, but I really like the other two. That would help a lot with the riflemen bleed. I don't think I'd be willing to fork out 50 fuel for cheaper BARs and bazookas, though. By the time I'd get that, my squads would already have them.
Thanks. The muni one would allow to use smoke more and still afford muni for upgrades, plus late game replacements.
And yeah, the territory ones were really a stretch- I was trying to think of an upgrade that would make the USF worth at least one player in 3 vs 3 and 4 vs 4 teams.
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