Correct. The point is not that they are better than grenadiers that frustrates me, the point that frustrates me is why I can't do the same with Ostheer. Grenadiers's design dictates that they stand still and in cover to be effective, yet allied counterparts are running up to grenadiers in cover with double lmg upgrades firing on the move and negating this design completely. (not even adding the terminator USF mortar to this equation)
I don't mind allied double lmg upgrades as long as I could double upgrade grenadiers too. But if we mention this, grenadiers would be OP, even when they need to stand still to use these double lmgs. Meanwhile USF riflemen and UKF infantry sections are fine running around with their double lmg upgrades firing on the move and destroying support weapons in their wake by simply a-moving up to them, simply because they cost 120 munitions to get these weapons.
This isn't balanced if it negates another faction's design whilst also not giving this other faction the same effectiveness in upgrades. The cost to get this functionality isn't a valid argument since every Ostheer player would be happy to pay 120 munitions for double upgraded lmg42 grenadiers, but they can't.
This issue is unacceptable.
Uhhhhhhh, no. Except Obersoldaten, maybe Commandos and Paratroopers, no units can fire LMGs on the move. BARs are different story, because they are not LMGs, they are assault rifles by damage profile. You might want to try playing the so much hated other side before complaining on the forums. Having said that, I also think that buffing the LMGs a little and limiting them to 1 per squad would be healthy for the game. Except DP-28s, one LMG per squad should be enough. The 2 x DP-28 upgrade for Cons with tier 4 also seems like a brilliant idea, making the Conscripts actually somewhat useful in combat, other than throwing AT nades.
I'm not sure how camping with field guns ever works as OKW because it takes them forever to dislodge MGs from buildings and you give up all map control.
Believe me or not, but it works relatively well. If you can snipe or just scare off enemy indirect fire(which is not that hard, thanks to the tremendous range of the ISGs), the ISGs have unrivaled control over almost the whole map. That range is just ridiculous. They do not do much damage, but they do it consistently(pretty much without stopping) the whole game. On some maps, they can shoot from base to base I believe. Against MGs in buildings, with double ISG, one barrage is usually enough to bring it to the breaking point(either kill it, or make it so low it has to retreat anyway). And unlike the Pack Howitzer, the range of the auto fire is similar to the barrage(at least before the vet), so you can fire without stopping, by simply queue ordering attack ground until your barrage CD is ready. It probably will not wipe many squads, but prepared positions, including emplacements, are very easy target for it because of the good accuracy and very long range.
I guess in hindsight, I should've just looked at the map vertically and just taken the right hand side...
I guess that is true, because when you look at the fuels from your perspective, the one on your own side of the river offers an unbreakable MG position for the enemy. At least until you get mortars and vehicles. It is not quite so advantageous to rush the house with Rifles, but it is still much better than charging straight into an unflankable MG. Not to mention that your munitions point is practically right next to it, with a VP directly between them, which is an ideal starting position. And unlike the other fuel, it is really difficult to cut off. Even if you manage to rush the house on your own riverbank, your just get forced out by the MG that is being moved there, by it simply parking itself at max range and opening fire.
PS: If you just want to improve your win ratio with USF, you might want to consider to veto this map entirely, since it is very MG friendly in general, therefore difficult for USF. Even with a lot of skill, you will probably struggle regularly on this map. Not saying you can´t win, just saying that this map favors Axis and Brits quite heavily. Kinda cheeky advice I know, but it is a possibility.
You can merge your cons with your elite troops late game.They also a very strong early game unit.And if you give them ppush they will become really strong.
Merge also give you ability to basicly rainforce in combat with no delay.Imagin if your shock troop are down to three men if you use this ability they will suddenly become six men and have full fire power again.
If you want to know i use name no sacrifice no victory.Now my soviet rank is 1vs1 is 380 4vs4 is 62
True, but those models you merged into the elite infantry are still just Conscripts with different weapons. They are as crap as ever. It is the most punishing with the Shock Troops. If you merge you Cons into a 3 man squad of Shocks, you effectively get 3 Shocks and 3 PPSh Conscripts, who have neither the increased armor that Shocks get, nor the accuracy with the PPSh, so the full firepower is not actually achieved. It is not quite so punishing with Guards, but anyway, you are better off using Merge on weapon teams, because their combat capability is actually improved that way. I have never seen Merge used to reinforce elite infantry, even with the top players, and there is probably a reason for that. Not saying it is impossible to do, just saying that your elite infantry is your best. The point of going elite infantry is that you won´t be 100% dependent on Conscripts and mixing it with them will weaken it considerably in the long run.
your honestly better off not spending MP on that, when it could have gone for your core 3 rifles
they just die so easily and any competent player will focus them down before the engi can actually have any impact
i only use armor company exclusively for those tank call ins, incase i need anti tank right immediately and i havent teched yet
Completely agreed. Imo, they need to get a price increase and be given Thompsons or less received accuracy OR a major price reduction to be a useful unit. Even their super fast repairs at vet 1 are useless, because USF tanks have crew repair. Unless you are specifically on a map with a lot of buildings, like La Gleize Breakout for example, do not even bother. And even if you are on such a map, they are far too squishy to assault a building directly and cost insane amount of MP to reinforce. When eg. assaulting a house garrisoned by STG-44 Volks, there is a very good chance that they will get killed even with the flamer against a house. That´s how weak they are for 280 MP!!!!! They cost the same as Riflemen and even more to reinforce FFS!! At this time, they are severely overpriced for their actual role. They are basically an incredibly expensive squad to place Demo Charges.
Conscripts aren't superstars but they aren't 'ass' either, 'oorah' is an extremely useful ability and one of those things noobs neglect but good players use all the time.
Conscripts are "ass". Once the enemy infantry gets their upgrades and some vet, they are pretty much just mobile AT grenades, Molotovs and Sandbag builders. And the Molotovs not so much, because the prolonged animation costs you even more models. The need to light the bottle is unhistorical anyway, as most Soviet Molotovs were made to catch fire upon impact by a chemical reaction. The "Ooooraaah!" is great, but only if you catch the enemy out of position, and their crappiness in combat often prevents you from using that speed properly. They probably will not chase down an MG despite flanking it. As far as combat capabilities are concerned, they are terrible. Even after vet 2, the accuracy is still desperate. Late game, I came to think of them more as engineers than infantry, because they mostly use their abilities instead of their rifles, or simply get thrown in the capture points because they are cheap and relatively durable. They can even repair with the right commanders. And frankly, these are the only ones who justify having a huge Conscript force later on. It is all right though, since you have plenty of other choices for late game front line infantry, preferably Guards or Penals.
If you plan to get the AEC armored car, just rush it to maximize the impact. You usually should be able to get a Cromwell out -+2 minutes next to the P4 even if you build the AEC, and if not, the AEC should be vetted up and capable of snaring the P4 for AT guns, the important thing is that the vehicles are not unopposed. The way your infantry gets punished by vehicles practically makes you go the AEC anyway. PIATs work properly only against the big tanks, because they can actually hit them, so unless a heavy tank hits the field, the PIATs are mostly useless. UC is a great choice against OKW, because their light vehicles take longer to field and their Fausts require a building. Against Wehrmacht, you have to be very careful from the start, and after a 222 enters the field, the UC usually dies, so I am not sure if it is worth it against Wehrmacht. And yes, building a mortar pit is quite risky no matter the time. If you build it early, you risk it being rushed, if you build it later, you risk it being simply hard countered by a mortar or LeIG spam. Most of my good games and games that I have seen had the mortar pit in a defensive spot, slowly vetting up and bleeding the enemy. It is an emplacement, which means it naturally works better protecting your own territory than supporting an assault.
If its middle of a small map you could just bumrush and destroy it you know.
Also the range of static emplacement will never be lower then mobile, cheaper units, so as long as ISG can have 115 range, mortar pit will never have less.
Exactly, against competent opponents, it is quite lucky to live through the mid game actually. It costs almost the same as 2 enemy units, which means that if you build it, you will probably be heavily outnumbered, therefore it will be relatively easy to rush. Building it early is risky because of rushing, building it later is VERY risky, because the enemy probably already has a counter. If it had lower range than ISG, what would be the reason to build it at all?
If you remember my first post I did suggest an AEC and if the work I suggested with the UC is going well then it should be practically soloing the infantry let alone with the MG and infantry also included. If the UC is destroying the Infantry then I find it far more likely you're going to see a 222 as a response in which case the infantry are more than enough although you may lose the UC. You have many options as it comes up to German light vehicle time, AEC, AT gun, Piats, Boys rifle squads. IF you have more than one of these it is generally easy to counter anything they throw at you. And as I said if the UC is getting its value then your opponents infantry should be severely weakened and your infantry base should remain strong. The Boys rifles remain a reasonable option as even if you lose your UC then your halftrack should be up soon to follow up with Vicker's Light Machineguns to out DPS any german infantry.
The UC is far too buggy to be dependable, the pathing is just terrible. Half the time it reverses right into combat, getting fausted as a result. And its not cheap either, like all Brit units. It can be good, but only if you are prepared to lose your sanity over it dying for no reason. I think that 1 more IS or sniper would do the work better. Piats are really good only against King Tigers and such, because they do not home, which again means that your opponent has to be an idiot to even allow his light vehicles to get hit by Piats. Again, if Brits had snare, the Piats would be great, but as of now, well... Sorry if I seem too negative, just trying to put your plan through the test, not trying to mock you or anything.