Today I want to talk about the Mechanized Grenadier Group and how it is an underrated ability. Yes, it can be quite good. The main thing is the 250 half track in which every one believes is it a undesired unit. First off lets look at it stats and compare them to the M3 scout car and the 222.
250
HP: 240
Armor: 11
222
HP: 320
Armor: 9
M3 Scout (Soviet)/M3 halftrack (USF) {same values}
HP: 200
Armor: 5.4
Now if we take the this formula to find effective health. Since we will be talking about small arms, penetration will be one.
Health/(Penetration/Armor)
Effective Health
250: 2640
222: 2880
M3: 1080
This ultimately means the 250 halftrack is a 2640 health Grenadier, that can also kite. This means you can stay at the max range where Grenadiers still do well. Since this ability only comes in one doctrine, German Mechanized Doctrine, it also has access to spotting scopes to help spot threats such as infantry held AT and AT guns. If your opponent is blobbing, hit them hard. They will have trouble in fielding AT guns. Force them to pay for reinforcing.
Now, if we load in a flamer pioneer, it puts the M3 Clown Car to shame for clearing garrisons. Alternatively loading up a minesweeper still works for quick/deep sweeping. When vs MGs, they do have a greater penetration so be careful. Additionally, Allied mines are weaker so they will not one shot the 250 allowing the Pios able to repair. (Quicker than a 222 since it has less health.)
Dshk: 1.5/3/4.5
Maxium 1.2/1.4/1.6
M2HB 5/6/7 (be careful)
Vickers 1.3/1.6/1.9
While still having less effective health than a 222 this group posses more anti infantry damage. I found this ability quite effective when your opponent is blobing. If they get PTRS, Bazookas, or Piat blob in retaliation then unload your Grens the 250 can still be a spotter for the Left 18 Howitzer as well in general. Additionally, forcing your opponent to get AT held weapons means your Grenadiers will have a better time fighting against poorly equipped units.
The Mechanized Assault Panzergrenadier variant I would say is weaker. The must be in closer to fight making it harder to fight snares as well enemy rifle rate of fire would increase. Swap them for Flamer Pios and hit the flanks I say.
Cons:
-3 Command points
-Weak to AT
-Cost 500/30 so getting your Pak 40 out will be harder. However, with LMGs already come on your squad then it spares up your valuable early Munitions for Tellermines. Additionally, Grenadiers themselves do not take much damage anyways to you can also stall your Med Bunker for making use of that munitions for more mines.
Also for a quick QoL fix of all garrison-able vehicles. Do you think we could make the 250/251/M3 and etc could enable to capture points when garrisoned? This can allow for better queue moving for a mass capture.
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Thread: Mechanized Grenadier Group27 Oct 2017, 10:13 AM
In: COH2 Gameplay |
Thread: Lets talk about Doctrines26 Oct 2017, 14:09 PM
The cost is 30 so it is already cheap. The Grenadier variant in my mod gains one G43 to help with damage. Maybe to adjust the camo settings to allow them more movement for the camo? Remember they do have a first strike bonus of x1.5 accuracy bonus for 5 seconds which really does help. I was also thinking of allowing Pioneers and AT guns to upgrade this as well. Maybe mortars too? So if they were going to get flanked they could just hide until they pass. I am assuming you mean carbine and not the garand? While your idea is interesting, I am a bit hesitant on changing Pgrens. In the live game, Riflemen with two BARs is relatively equal to a Pgren squad, excluding vet. Note I am not saying no because they would still be weaker than Rangers with their target size. Would you like to see this on Stormtroopers in the elite troops doctrine (exclusive to the other upgrades)? In: COH2 Gameplay |
Thread: Hip-Fire LMG Animations for DP-28?26 Oct 2017, 12:12 PM
I was wondering if it was at all possible to use the hip-fire animations from brens, MG34/42, etc on a DP-28. I want to make a fire on the move DP but it just doesn't look satisfying at all seeing them fire the DP as a normal rifle from the shoulder. I know they have the animation for if you give them a M34 they will do it, so it maybe tailored to the weapon itself but I am not sure. When I look in the World Builder, there is only a slot for Rifle_State |
Thread: Ægion's Experimental Balance Changes MKIII26 Oct 2017, 11:49 AM
New Update Infantry Section Since I eliminated UKF's source of snares I decided to add the snare in the infantry section however it requires Mills Bombs upgrade. Left 18 Counter Barrage Previously it was a full 10 round barrage with a 90 second cool down giving this ability being very lack luster. This should help out in making it more of a substain -barrage salvo decreased from 10 to 4 -cool down decreased from 90 to 30 Panzerwerfer Counter Barrage Who actually used this ability or even attempt this ability? For similar reasons like the Left 18, so it can actually be usable. -barrage salvo decreased from 12 to 4 -cool down decreased from 90 to 15 Tiger Ace Even with it having a fuel cost instead of the drain, I believe it would still be unfair to play against. -Now a Brummbar Call in -10 CP -500 manpower/ 160 Fuel -NOT limited to one Jaeger Infantry Doctrine's Close Air Support With two Munitions sinks in already heavy munitions drawing doctrine I decide to change the ability -Now a Jaeger Light Infantry call in (like OKW) -Affected by the Stormtrooper Bulletin |
Thread: Lets talk about Doctrines26 Oct 2017, 11:20 AM
Ok, how about we talk about Ostheer's German Infantry Doctrine, Jaeger Infantry Doctrine, and the Blitzkrieg Doctrine. Jaeger Infantry This doctrine to me feels like camouflaging infantry and ambush. However, it has two late game munition sinks in already a heavy munitions based doctrine. Proposel is to change the CAS to a Jaeger Light Infantry, very similar to the OKW. (affected by stormtooper bulletin) German Infantry In comparison, Jaeger Infantry is camouflage while German Infantry should be focused on open combat. Here is my possible replacement. -0 CP: Assault Grenadiers (Assault Pios in my mod) -0 CP: Sprint -1 CP: Artillery Officer -2 CP: Model 24 Stun Grenades -4 CP: Smoke Bombs (Airstrike) Idea behind this is an alternate T1. Assault Grens/Pios can fill the role of standard Grens. The Officer can increase their damage, call in smoke, and later coordinate fire for Pwefers. The smoke bombs airstrike will allow a global smoke option so the player is not limited to the Officer. Assault Grens and my Assault Pio are still on the weaker side of thing but the Stun Grenade ability should help them level that out. Blitzkrieg Gotta go fast! This is what the doctrine to me sounds like. Historically this meant with Vehicles so this should be focused on fast and aggressive vehicles. This one I am not too sure on how to adjust but here is my idea. -0 CP: Assault Pios (with the extra model, vehicle repairs would increase) -0 CP: Panzer 4 F1 (Buildable Short Barrel P4s in T3) -4 CP: Fast March -9 CP: Vehicle Breakthrough -9 CP: Command Panzer 4 (I could make it a Command Panther, there are speech codes for that) In: COH2 Gameplay |
Thread: Lets talk about Doctrines25 Oct 2017, 19:34 PM
Sort of yes, but people did not like it. And for your proposal, the damage output would seem less than a then the sustain damage of a Brummbar. Sure some vehicles will not be one shot but the Sturmtiger would still be a gimmicky unit who's ability would now to be suppress rather than fight. In: COH2 Gameplay |
Thread: Lets talk about Doctrines25 Oct 2017, 16:10 PM
Their counter part, sprinting Pgrens, Snipers, and other things were not considered op. With shock troops, I could perhaps omit them but when it came to with For Mother Russia what made it op was the additional armor they gained. Conscript with AT grenade pretty much does the same thing a penal with a stick satchel and do not remember it being op before when they and sprint and satchel. Though if it does become problematic, I could set them on the same cooldown? In: COH2 Gameplay |
Thread: Lets talk about Doctrines25 Oct 2017, 12:05 PM
Ok, lets talk about something different now, Talore suggested on changing Soviets Crew Repair with something else. There are three doctrines with this ability. -Soviet Industry With a vehicle focus I would think Salvage engineers maybe a good idea so they gain more fuel for more tanks - Armored Assault Tactics This is another armored based doctrine. I am thinking either conscript repairs or Repair Stations -Guard Motor Coordination With the separation of guard Upgrades Conscript PTRS maybe a good combo. Guards with DP 28s could button the vehicle while conscripts with PTRSs could go and hit the vehicle with PTRS fire. Conscript PTRS To me this ability is a little on the weak side so I have a couple ideas how it can be improved -Allow Combat Engineers to upgrade to this and/or -to have either 3 PTRS or able to upgrade to a third. I am still not sure how NKVD or Shock Army should be changed but I have a couple new ideas. I sort of got the idea from these quotes. Shock army: The idea of the KV2 is growing on me. The KV2 is a tank meant for siege or offense.
I would rather not want to see of Penal Flamers but I remember Penal Oorah maybe incorporate this like the Encirclement's Sprint which may also give Maxims their sprint back, doctrinally anyways. Shock Army -0 CP: Elite Oorah. All infantry squads can now Oorah. -2 CP: Shocks -2 CP: 120mm mortar -12 CP: IL 2 Attack -14 CP: KV2 NKVD -0 CP: Radio Intercept -0 CP: Elite Oorah -2 CP: Hit the Dirt -3 CP: PTRS upgrade -6 CP: Fear Propaganda I wonder how effective is hit the dirt and PTRS upgrade combo is? In: COH2 Gameplay |
Thread: Lets talk about Doctrines24 Oct 2017, 13:13 PM
That is what I did with the AVRE, and the Sturmtiger is completely replaced with the Brummbar. Anyways the AVRE rework is more of a buff than a nerf. The AVRE now has immense field presence and will actually kill more infantry while being more fair to play against. For the Sturmtiger, how would you rework it so it would not be squad wiping machine. Give exact stat changes. When it come to fighting vehicles, people do not like two shooting Elephants and Jagtigers while the Sturmtiger can kill in one? Multiple in one? In: COH2 Gameplay |
Thread: Lets talk about Doctrines24 Oct 2017, 09:36 AM
Demos are infact a problem as well, hence why I removed them from my mod. Demos are suppose to be effective vs blobs but in actuality it is more effective at wiping single squads. Demos in fact promote blobing because since you can not have a mine sweeper every. In the live game, OKW usually only has one sturmpio and not three to cover each vp. So in order to prevent being hit by a demo the player is forced to group his forces to one force. And with the mine sweeper forced to upgraded, upgrades such as flamers and panzershrecks can not be used. When it comes to Ostheer in the live game, they have trouble even fielding a second pio due to the constraint of manpower. Even when they field a second pio, in the live game they are weak and have no impact in the game, especially when they have weaker repairs so they are tie up can not sweep anyways. In: COH2 Gameplay |
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