General Information
Youtube: https://www.youtube.com/channel/UCKlnjwzT1IruAZFb0EA-5pQ
Steam: 76561198013372249
Nationality: Australia
Game Name: Cadian Guardsman
I think they should get something high damage, shorter range. Something like a H3 AT weapon... mind you that'd be hard countered by the tank moving so a good old fashioned AT grenade like the ones that the Pzrfusiliers use would be fine.
No more fausts though, even if they're the same I'm tired of seeing that weapon when alternatives exist.
Howdy folks, another intense 4v4 cast. A lot of intense battles once the game get's into full swing though the start is a bit slow. Both sides made a lot of miss plays, however when good pushes were made they went all in and caused massive damage.
A recommended watch for those just looking for a nice game to sit back, relax and enjoy
If you like this video please don't hesitate to like and subscribe for more content. Cheers guys!.
Hi guys - I really enjoyed this game, really gooduse of artillery from the USF. Games like this one are why I love casting team games. Pretty close game RAF earned their beers!
Hi guys - I really enjoyed this game, really loved the use of artillery from the USF. Phalanx you may not of played at your peak but you punished that OKW player like a champ! Especially love your plays Pig - fantastic. I gotta say sorry about fudging up your name, I think I called you 4-5 different names throughout the game.
Games like this one are why I love casting team games. Pretty close game RAF earned their beers!
I think you mean pinned in this case. You can still pop a smoke nade while suppressed. I haven't seen an mg42 pin in 1-2 seconds unless the squad comes around corner and gets caught really close to the mg.
Also doesnt RE volley only work on the selected unit already?
"Then before a nade or smoke can be popped they get pinned?"
I did mean pinned I even said it in my post.....
RE volley now only works on one unit. However it hasn't been buffed to make it useful - A strum pioneer squad can still easily rush the Rear Echelons while firing and picking off models super fast. The Volley Fire ability was meant to provide them with a ability to even up the odds for a muni cost.
MG-42's can still suppress in 2 seconds at max range 1 second at close - even faster if a bulletin has been selected. Pinning will usually follow in the next burst unless you're lucky enough to get a smoke off - which is RnGesus dependent. I can't tell you the amount of times an assaut of mine has failed because a damned smoke grenade unit take to long to fire while supressed. Suffice it to say - If the rear Echelons were made static for volley fire to work -i.e. movement breaks the ability, I don't see why it can't be stronger at a high muni cost ofc.
maybe my memory is tricking me but at release they just pinned you instantly which made early game unplayable
You mean like how the MG42 instantly suppresses Allied Units in 1-2 seconds with no ability for a player to pull back before they are suppressed? Then before a nade or smoke can be popped they get pinned?
Of course this is somewhat different but the principle is somewhat the same. The Rear Echelon ability would of been balanced if Relic would of balanced it to only work on the unit selected and make it so the Rear Echelons be static unless the ability was cancelled.
I casted a game recently a very interesting 3v3 game that was pretty entertaining and for the first 25 minutes of the game I was suggesting that one of the players built a 17 pounder on the left flank of the German line - The Germans had over extended in centre and it was prime real estate to punish them with a heavy AT gun. I was especially interested with how one of the players of the OKW was spamming out Pak 43's like there was no tomorrow - though in this case I disagreed with the placement.
So how does this relate to balance you ask? Well I looked to see how much the OKW Pak 43 costs 500 manpower all right that's ok, 10 Population.... wait what?
For those of you who don't know the 17 pounder cost 400 manpower and 75 fuel - reasonable if potentially over costed since it has brace, the ability to self spot and better Rate of Fire if garrisoned. however what got me very upset is it's population cost. A whopping 20 manpower. That is ludicrous.
Niether the Pak 43 nor the 17 Pounder justify 20 pop cap. I honestly think it's totally bonkers to allow a static gun that can be flanked and shelled without repositioning to be that much of a drain on population.
They both should be sitting around the 14-16 pop cap range the same as a Firefly/Panther - they should be alternatives to a highly mobile play style. Their cost as it stands is too much of a pop cap investment.
Do I think the Pak 43 is OP? No
Do I think the 17 Pounder is UP? No
Do I think that the 17 pounder needs a decrease to 14-16 pop Yes
Do I think the Pak 43 needs a slight adjustment to 12-14 pop Yes
What do you guys think. I have to say a pop discrepancy of 10 for similar units is just plain wrong. It'd be like if a IS-2 was 12 pop while a Tiger was 24. Am I wrong here? I'd like to get some opinions.
Lend Lease is Solid but relies on a good combo of Shermans and SU-76's/85s, Lend Lease is a wild card doctrine - the third doctrine you pick that suits your playstyle the most. The Commander you chose is the solid and conservative Soviet choice, it's got solid anti blob and really nice Anti Tank with the late game IS-2. The third choice is usually Soviet Industry or what ever is broken in the current meta - I'm not actually sure at this time what the Soviets broken doctrine is though.
On not using the M5 Halftrack you should always adapt to what is going on on the field and anticipate what you believe your opponent is going to go for his Anti Tank. If he is going a Pak 40 - usually indicated by MG 42 linebackers then a T-70 can do wonders - provided Grenadiers don't snare it. Alternately if he's going for a Infantry Grenadier heavy build he may decide to keep his aggression up and grab Panzergrenadiers. Of course this isn't a rule and players can transition to a static play style mid game but it's a good tip.
Also yeah, I do agree that he has more experience to rely on. You can kind of counter that by watching top tier players games being cast. I promise that one high tier game is worth 5 played games when it comes to information gained. The casters will usually point out exactly why the players are doing what they're doing but will also highlight the mistakes and how the players recover. I as a caster focus on the overall strategies I see in the game a few casters do play by plays; shop around until you find one you really like and feel helps you learn. A few in the spoilers tab if you want some recommendations.