Having them come at the same CP point as Cav Rifles seems appropriate. Cav do get more long term flexibility but they're basically the same unit on arrival. |
A) Yes, buy TDs sometimes.
B) Stop trying to think about and frame this as 'needing a doctrinal response to a non doc unit'. It doesn't help abd that attitude will ALWAYS fail in team games
What you are fighting is a combination of units and strengths from two different armies working together, when facing Churchills and Jacksons. That sort of synergy demands that you formulate an appropriate response.
That could come in many forms. Doctrines are one of them. You will have to consider what your team mixup will be in order to properly respond.
A Jagdtiger combined with some supporting AT guns or TDs as well as allied Ost Panzerwerfers basically hard counters a churchill jackson build. A team game roster should also include a way to scout and remove on map artillery, or you arrived under prepares.
The tools exist.
Team games require planning.
Plan and use those tools. |
They're just bad mortars.
It is a mortar that lets a player paying attention to mitigate the damage with micro, therefore raising the skill ceiling for the defending player compared to traditional indirect.
Like mortars they are useless at any combat besides their barrage.
Like mortars they have some utility support - smoke, specifically. While RET are quicker to respond mortars have a better range.
This isn't a problem. People complaining that this is unreasonable to counter have it all backwards. It's a mortar analogy that has more counters IF you invest micro into it, rather than being a random dice roll on where an impact detonation shell lands. |
I think a lot of this controversy stems from the fact that axis players are generally very bad about supporting their tanks with infantry (despite OST now even getting a free passive buff for doing so). Because USF has no effective non-doc mines outside the M20 M6, they make these risky dives and then try to blitzkrieg out. M36 catches up/pursues and boom, dead tank.
I think the way to fix this is to either add a pop up message for axis players reminding them to cover their tank pushes against USF, or, if we are to nerf the M36, reduce its HP but give all riflemen the cheap RE mines (at normal build time) and give REs the M7 mines Ass Engies get.
Boom, Axis get their M36 nerf and USF can still hope to stop Axis blitz drives. Nerfing speed, range, or ROF wouldn't accomplish this, so I think more accessible mines are the only choice.
On the other hand you could also make the M20 M6 mine cheaper.
I would live this as a change.
Mine saturation could even make the M10 a decent option. |
Rifle grenades are not induvidually so bad but when massed they are borderline broken. I was playing a match last day, and my opponent had gone for 6-7 rear echelon, all equipped with rifle grenades. I tried mgs to counter them, but the wave of grenade they fired just absolutely wiped every mg team i attempted to use. of course lategame blob counters work, but early on they are really annoying.
A single squad of panzergrens. That's all it takes, buddy. They do jack to maving units and have a huge mimimum range. |
People seem to have this fixation that a Jackson atriving on thw field somehow magically deleted the guns from their medium tanks.
Mediums can still put pain onto infantry just fine. And so long as you didn't build like an idiot, and bolster your infantry AT to support a medium tank army, they work fine. A TD will force it back for repairs, but no TD has the durability and mobility needed to dive through an enemy line to secure a kill and survive. They also don't do anything to your infantry when they don't have a tank to shoot at.
The panther can, but it also lacks the dps and range of TDs, so fair's fair. |
There's no balance reason to need to change these. They're niche and have their own limits.
The only real complaint here is simply that a player doesn't want to have to deal with them, which isn't a problem.
Mortars do the exact same job but with better range and no reaction times. RE grenades allow your opponent more room to mitigate damage if they can keep up the micro to do so. Not a problem. |
“gives Ostheer a reason to play more mobile and flexible”
It gives them a reason to play more mobile, but doesn’t give them the ability to.
How am I supposed to play more mobile when my team weapons and infantry have to be stationary to do their jobs?
Reposition your team weapons regularly
Take G43s
Use Pamzer Grenadiers
Embrace the halftrack
Make use of blitz and smoke
Infantry sprint commanders
Ost has the tools. |
Quickly, Geoffery! The much needed support weaoonry is on the way! Put down the battenberg, we have a mortar to launch at those damn krauts!
Sir! Sir, oh no! Dash blast it all! Our wooden crate with our mortar in it! The blooming thing touched the corner of a fence as it came down!
Jolly rotten look. Throw it in the scrap heap, boy. We shall have to make do without.
Sensible idea, +1 from me.
Can we finally give the glider hq a scuttle button too? For when it skids two inches too far forwards and becomes unusable because of a contested point. |
The only way you will get a single kill with halftrack incendiary round is if the enemy forgets his unit is standing in fire and will not move them. For anyone with even a hint of battlefield awareness you will simply move out of the fire casualty free.
Have you heard of these things called weapons teams, or buildings, or emplacements?
Flame rounds have plenty of targets worth saturating where you will get kills. Even denyig an enemy cover with then is a big deal. Unlike smoke infantry can still fire at a unit that bails from burbing cover and is now out in the open.
I do think the flane rounds should come as a group with less individual damage and bigger overall saturation, though. Too easy to miss your intended target as is. |