General Information
Register Time: 27 Mar 2013, 14:53 PM
Last Visit Time: 3 Feb 2024, 15:08 PM
Broadcast: https://www.twitch.tv/theodosios22
Steam: 76561198022713973
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Game Name: Theodosios
This game has more than enough factions. Relic should rather seek to fix what we already have in game like all those useless commanders we have in abundance than adding a whole new faction.
First of all I think this question is map dependent: Close combat favouring maps like La Gleize Breakout or Kholodny Ferma Summer/Winter prove to have the best requirements for fielding Shocks. In those maps they can truly honour their name and literally "shock" your foe's game without him being able to do much about it at the time when Shocks arrive: Cutting through hostile Grenadiers, smoking and flanking weapon teams (consquently stealing them), throwing Grenades for wipes or as preparation for wipes, and so on.
Guards in constrast do well in long range, not only versus infantry but also versus like vehicles. Maps like Crossing in the Woods or Langreskaya suit them well. Let them take cover behind sandbags constructed by Conscripts to hinder hostile assaults or to defend an important spot like a fuel point or chokepoint. Of course you can use them as offensive units as well: Just keep in mind that frontal pushes mean casualties and casualties mean expensive reinforcements.
Then I would ask myself in which combinations they excel. Considering my personal opinion I think that Guards fit to Soviet Tier I: They can defend Snipers as well as Scout Cars from hostile light vehicles rushing in (do not forget button) and can keep Grenadiers reliably at bay.
Shocks on the other hand excel in combination with Tier II: As support for your weapon teams they clear out flanks, force suppressed units to retreat ultimately and overall intensify the pressure coming along with Maxim-heavy play.
Last but not least, take a look at your opponent's faction: Did he choose Ostheer or OKW? This fact has indeed to be considered: Whereas OKW could punish your Shock play by rushing to a Luchs your Ostheer opponent will have a more difficult time to deal with them effectively. Shocks can obviously break the neck of Ostheer players by preventing them from actual weapon team usage. Guards on the other hand can prevent your Tier I based play being rushed by 222s or flame halftracks. Shocks can effortlessly scythe Volksgrenadiers but Guards can prevent the full unfolding of Mechanised Regiment Headquarter based units.
There are definitely more details to consider in this issue but I hope I could give you some basic insight by my thoughts.