https://www.youtube.com/watch?v=7x0m0VE0MmE This one? Pretty funny! Dropped LMG34 got nerfed hard, now it's basically an LMG42 (so still pretty good).
BARs on Pathfinders are bad. The DPS increase is less than on other USF squads, they drop a lot, the range curve/fire on the move is a poor match. Use them behind other BAR squads for best results, or get them a real MG.
Just a side note- Pathfinders and JLI moving accuracy is really low, but their fire isn't slowed down. Switching that around may be a good gameplay indication to not use them while moving.
Yep, thats the one 
It´s (not) a shame that they nerfed it |
Just imagine new commander with pathfinders and browning 1919

I think I´ve seen a video where they picked up one LMG34 and just murdered everything
Though maybe that was fixed already, since it was quite a long time ago
Also, one can try to have a Brit teammate drop them LMGs via the HT commander
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I think that AT Nades and Molotovs should lower reinforce cost for conscripts by 1 each. It would make the upgrades a better deal, reduce bleed for heavy use of conscripts, and make conscripts more effective without encroaching on the penal squad's "good dps" territory. The lower cost could be mutually exclusive with the PPSh upgrade, which could then be a bit less expensive.
Well, thats a good and creative idea |
I think the molotov should be a side tech, since there is actually a good chance to do well without it, cause you can (and probably should) be heavily relying on double flamer engineers.
So there is a bit of thinkin whether the engies can handle the anti-garrison/cover duty or whether a sniper/mortar will do that, or if you really should get the molotovs
Meanwhile, trying to play without snares is a big no no, so the cons might as well get AT nades from the start.
The Penal AT satchel should either stay as it is, or require a side tech, but once you side-tech, you should be able to unlock it without downgrading them with the attrocious PTRSes |
A bloody AI that replaced a very competent teammate who had IRL interruptions or got disconnected and now makes Kubels at 20 minute mark and spearheads with them
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Pak or Schrecks + Snare
Tellers cant be considered reliable cause its a mine, but may be worth a try
Doctrinaly Puma
BTW what´s all this fuss about Valentines. Are they any more difficult to deal with than Stuarts? |
Name:
Disruption( of Enemy lines) Doctrine or Griffin Doctrineor Covert Operation Doctrine
Abilities:
1)
0CP - Radio Silence
more radical
SWS can now built the WC51 truck
or
CP 2-3 "Behind enemy lines training"
SWS can now built a conscript, a riflemen or a Tommy, has access to corresponding abilities.
The unit has a timed ability that allows to change colors to much enemy and become neutral for the duration, unit loses neutrality once an attack order is given, takes damage, it fired upon by enemy or time run out.
2)
CP 0-1 Special SWS Support trucks
HQ can now produce specialized SWS Trucks at cost of 150/10. These have less HP than normal SWS and can be set up faster than normal SWS Trucks using the base Model with different skins and lower HP/armor the normal trucks. Once set up then can upgrade to:
A) Command SWS, building gets sandbags around it (cost 100) can now reinforce units
Can be upgrade for 100/10 for extra HP armor
B) Hospital SWS, building gets red cross around it (cost 100/10-20 FU) can now heal
Can be upgrade for 100/10 for extra HP armor
C) Forward observation Point, building gets Antennas around it (cost 100-150). The building gets some the following abilities:
+20 LOS
Intercept, a timed ability cost 30 MU giving mini map information range 100(?) 1 minute duration and revealing hidden units in the same area.
Recon over flight, a timed ability cost 30 MU sending a high altitude reckon plane (can not be shot down) to circle the truck.]
Can be upgrade requiring second truck set for 100/20 for extra HP armor and for the following abilities.
Air support, a singe pass hmg strafe for 60 MU near set Up truck
Mortar support, an barrage for 80 MU near set Up truck
D) Logistic support, building now has barrel similar to Opels(cost 200-300)the weakest structure in HP and Armor building now works similar to cashes.
3)
CP 3 Anti tank Training
Either a specialized call in unit or VG can now upgrade with Panzerfaust for 90 MU that take all weapon slots while removing grenades. (Panzer faust ability is removed). The ability is toggle when it is activated the squad will produce and fire 2 Panzerfaust around every 7 seconds doing 80 damage, but will not snare. 2 weapons can appear with 1-2 sec difference.
Unit also have access to Panzerwurfmine a snare with range 15 that stuns vehicle and cause engine damage to protect from being pushed.
Alternatively:
Access to a redesigning version of Blendkörper as a AT tool that does not block vision but stuns Tank crews reducing speed and vision for vehicles being hit or traveling thru the smoke. One could actually add non lethal damage to USF crews.
4)
CP 3 Night fighting training
Unit can now upgrade their ST44 to Vamp for 20-30 Munition. All ST44 now gain +10% accuracy.
IR HT can stop the rotation of beam, unit caught in beam will suffer -10-20% cover bonus penalty when fired by Vamp ST-44.
Vehicles will 2-4 target size penalty when fire upon by IR Panther.
Panther can now upgrade with a Commander giving +10 LOS and increased accuracy vs vehicles under Beam
5)
CP 10 M10 Wolverine
The player can built the Wolverine from HQ after T4 is set UP at normal price or can call in the unit after CP 10 for 110-120 Fuel.
Possible Changes to other unis:
ST44 obers replaced in "special OP" maybe with camouflage upgrade similar to Ostheer (?)
IR HT replaced with the mortar HT in T2 or a Flame HT
Historic Basis:
The commander is inspired from Otto Skorzeny and operation Greif that took place in the Battle of the Bulge. It allows the support of SWS similar to Ostheer bunkers, to create confusion to the enemy, while uses captured vehicles (actually M10 where not used during the operation but Panther where disguised as M10s). It provides OKW with a balanced AT unit and a well design IR HT.
Damn, this is one awesome and creative idea, with nice historical background
The ability to build opponents units is somethin that should have been experimented with a long long time ago |
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I wouldnt say its as huge as you're saying especially since maps without enough huge sight lines are very rare, but of course, with some of the points I gotta agree with
The insane amount of OKW infantry presence at the start is a notorious problem. (I guess its made worst by them having the most expensive (and in the first minutes most effective) starting unit while also having some of the highest starting manpower)
However, Id say that UKF can actually handle this way better than their USF comrades, as Vickers, even with that terrible suppression kinda limits opponents manouvering options and UC is a pretty good support and combined with a very, very cautiously used IS, they can hold the ground well.
(But as you said, it takes a lot more micro, while they can be very effective with just mindlessly rushing head on)
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That is incorrect a heavy gammon bomb will one shoot a bunker or cache.
Oh, thats nice, thx for the info.
Well, in that case, it may come to good use |