What is the motivation behind the bigger sandbags for conscripts versus the smaller one all other factions have?
The smaller sandbags can easilier be placed next to world-objects while the conscript-sandbags require more room around it. No idea what the difference in stats is, but I'd prefer a swap to the smaller sandbags.
Not sure, but I think it has to do with the larger squad size and all models benefiting from cover while not clumping up. |
I have tried using this commander a few times, doesn't always work but it is fun to use.
Started with engi/clown car for capping and protecting against bleed if OKW player rushes my gas which seemingly keeps happening. I attack his kubel/VG but i take too much damage and fall back. Almost lost the car due to bad pathing but stayed alive due to the grace of RNG. Send my penal in to push him back and set a mine down with my other engi.
Get his kubel as it rushes back in after being repaired, kill it off and fight him while decap with clowncar. I noticed he went 2 Sturm and went shreks on both so VG are getting bullied every time we fight. He ends up calling in a puma, kills my clown car but doesnt do much else since I did a LV skip. Called in Shocks and continue to bully his infantry constantly decap either cut off or gas. After building T4, I call in 120 mortar and scares him off in some engagements while softening up other targets. I build T3485 and slow most of his pushes and start to mine side of map while feeling him out since I dont know what commander he has.
I see PF with Shreks which is kind of late at this point but I dont have to worry about skill planes. I eventually get 3 85s and decide to destroy his schwerer while he attack me with his army. My 3 tanks occupy him while I smoke, satchel and Arty his schwerer.
At this point, his only options is rak blob or KT so I try to throw some mines while keeping the pressure on him. I finally get his puma and he throws in the towel. |
The leIG already does that. Instead of a stun, it forces units to go prone messing with cover and firing cycles.
Suppression on indirect was tried and it made the game REALLY stale.
Exactly, with suppression running in and continued fire from infantry kept the suppression active on the enemy whereas with the stun effect it would only be inflicted by the mortar round. |
Had a random thought. What about giving mortar shell something similar to the concussive grenade to mimic shell shock. Say a stun of 1 sec, nothing to extraordinary but would scare blobs/mg into repositioning. |
I have found myself using the same commanders over and over, mainly due to synergy with T1. I always have NKVD, Defense tactics and Airborne in my loadout and gotten a little bored so I have been trying out other commanders such as Counter attack and Shock army which has been fun even if they don't work out as well as I would like sometimes. I also like Lend lease but constantly find myself floating muni.
How about you guys? Have any of you tried something differently recently for what ever reason? What was it and how it work out for you.
Also just saw a game where Scotts did work so I might try some USF again with some of the non-meta commanders.
|
Not my best game, started off ok, but lost car kind of early. However he kept saying something in the chat, didn't know what it meant so I took it as an insult. I held on built a M5 put in PTRS squad to kill his scout car but I got snared, he got greedy and didn't notice ptrs shots so both cars died. Despite him having larger army I have more gas income due to him blobbing his grens hard. However due to my M5 dying so fast I am rapidly losing map control, I decide to get T34 first due to reduced gas income to wrestle back map. Works and I am able to control the situation a bit better, he gets P4 and I am able to finally start building KV1.
I get his P4 due to him attacking lone Penal squad but then I popped out for mother russia and chased him down with PTRS rifle. I push him with both tanks kill P4 and get quite a few kills but didn't destroy AT gun. I once again control map due to his gren blob, he builds stug to fight me which I kill by chasing it with PTRS penal and catching with KV1. However he snared me and attacked me with AT gun at same time so I lost KV1.
At this point, game swing heavily in my favor, I have enough to build KV1 he sees it but still builds Ostwind for whatever reason. He doesnt build another AT gun either so it 1 Shrek PG and AT gun to deal with my KV1. We harass each other but I am able to scare him off a few times before finally flanking him with mother Russia and killing his Ostwind with my PTRS penal. I build another KV1 and pretty much snowball. I decide to end the game by pushing with 2 KV1 on one side pull back as he counters, and pushing with my other 2 KV1 to catch him off balance and end the game. |
This is just a suggestion for mainlines, presenting 2 choices for upgrades/sidegrades, that come at a cost, but which could come in handy if the situation demands. And the ''real/good'' mainline upgrades is doctrinal.
UKF.
-5 man bolster
-4 man with snare option
SOV.
-7 man cons
-6 man with 2-3 ppsh's
OST.
- mg42 LMG
- 1-2 G43's (think jaeger package is 3 g43's ?)
OKW.
- 2 STG's
- sprint or smoke package
USF.
- choice of BAR's or zook's
-2 garands with longer, more effective range
Dont mean to be a jerk but the suggestions are bad aside from USF since they are pretty much a downgrade. I really feel garands would help with late game bleed.
I the spirit of your idea I have been thinking that Volks should get a 5 scoped Kar upgrade that would literally keep their weapon profile but increase the base damage by like 4 per gun. That way Volks would scale better into the late game but would have a clearly defined weakness. |
I keep trying to fit in quad mount into my build especially for the chase down wipes.
Started with engi to clown car, had a feeling the strum would go for my gas. Worked out ok due to VG providing back up until penal arrived and I pushed him back. Pushed with Penals trying to get Vet up as quick as possible. Got CP2 and called in mg and weapon crate.
Since he went for my gas it was a long retreat path so I chased down a VG with SMG clown car and got the wipe. He captured his gas with back up from Flak so time to get PTRS and go hunting. I send in SMG penal so Car can go in with minimal damage, which catches him off guard but PTRS decide to shoot infantry instead of flak so he gets away. I retreat to safety and call in Quad to try and stress his micro.
My MG is in the building and I turn on AT rounds while also satcheling another squad, get the wipe and push his Flak with PTRS car do damage but lose the car. He thinks he is safe but I chase after with quad and get kill, SWS truck kill and also getting another wipe from retreating VG. At this point he must be real pissed because he then loses Sturm to MG while being in green cover so you know it took a while.
While this is going on I called in Airborne guard to decap his gas. Game is heavily in my favor so I get T34 and attack him with it to get him to spam raks which he does along with Obers. I harass him here and there but never use tanks which makes his raks useless. I finally get my Katy out and try to attack a rak but kill Ober instead. He gets more and more irritated so he pushes mid but I attack left side at similar time while calling in AT strafe which hits him hard. he keeps poking me with the low health P4 but I dont bite due to his 3 raks. My army eventually becomes to much for him to overcome and I bleed his VP to 0.
My goal without wipes obviously is 1 SMG, 2 Penal(PTRS as needed), 2 LMG airborne and engis for repair. Expensive but covers all ranges while also reducing late game bleed due to LMG durability.
Game went pretty much how I wanted the build to go.
1: SMG penal got early wipe
2: Quad got chase down wipe which is a little more consistent then T70.
3. Quad and PTRS can cover against Flak which gives me the most issues.
|
Its not a new bug, I pointed it out a few months ago.
The issue is if there is a conscript model in the Penal squad SVT get equipped.
Its part of the reason I went with engi opening instead of conscript. Keeping track of which Penal had been merged got to be a pain.
EDIT: I think it was left alone since most people dont make SMG penals and it only affects one commander. |
Very interesting, part of me thinks BARs are so high since Rifleman were expected to get 2 in the late game.
Hannibal could you test what would happen if you lowered the scatter for BARs and then double and triple BARS(Rifleman/Rangers) for the sake of science. |