I fought an Elefant at Crossing in the Woods 2v2, we lost that game. All he had to do was park it between his hull-down Panzer IV and Ostwind, near the middle point it was completely untouchable, and 90% of the map was off-limits to us because no amount of T-34/85's could save you from that kind of fortress.
Using the Elefant, I think it's good as it is, maybe too good on the defensive side. I remember carelessly letting mine get flanked by an SU-85, it lost 1/5 it's health and the SU-85 was toast. |
Ah yes, the famous 'Overpowered Armour' doctrine |
2.3.4- Reduce range on grenades while suppresed. That´s it.
If you want to decrease the range, why don't you just straight up remove the rifle grenade and replace it with a Stielhandgranate? |
They should consider making it a single shrek upgrade (i.e. only one shrek per squad), with how the game is now, I think it'd round things out nicely.
They tried this in Beta, it was bad. All it did was give you a squad that could fight Conscripts with ease but also make Tanks second guess. |
(German) Emergency Reserve:
0CP - Volkssturm: 6 men armed with a random assortment Rifles (4 Kar 98 / Mosin Nagant), semi-atoumatic Rifles (1 SVT or M1 Garand), and SMGs (1 MP 40, Thompson, or PPSh). Can be upgraded to 2 Panzerbüchse 39's. Has Panzerfaust ability. (Models for squad members are randomly selected from: Male Partisan, Mortar crewman, Vehicle Crewman, AT Crewman, Osttruppen, and yet unnammed OKW infantry model, mabybe a policeman model)
1CP - Pak 36: Cheap Anti-Tank guns leftover from the before the war, called into use in this desperate time (identical to M-42). The Fire Stielgranate 41 ability allows it to hit as hard as a Pak 40 for one shot, but requires 3 men on the crew (the third must go to the front of the gun and load the round, while the loader loads a blank charge, only then will it fire).
2CP - Hull-Down
4CP - Flak 30: An Anti-Aircraft emplacement gun provides defense against enemy aircraft. Can engage infantry with reasonable effectiveness.
9CP - Wespe: A Self-Propelled Howitzer provides mobile fire-power. It is immune to small-arms fire, but has low health and armour. |
(Soviet) NKVD Rifle Frontline: (note, Penal Troops are renamed Infantry Troops for this to work)
0CP - SMERSH: Border troops capture any soldier leaving the battlefield without orders (fleeing weapon crewmen). When 6 are captured, you are given an optional free Shtrafniki Squad.
1CP - Shtrafniki Squad: 6 men with Mosin Nagants with an NKVD Officer in tow, trade suppression for incoming accuracy. Performance between Conscripts and Infantry Troops. Squad will retreat on death of their Officer, Officer will retreat on death of the last Penal.
2CP - Internal Troops: 5 men with SVT Rifles, defensive unit, performance is largely tied to the resource gain of the sector they inhabit.
4CP - Spy Network: NKVD spies in the German Army reveal the positions of every German unit on the minimap (same as partisan tactics).
11CP - Penal Air Squadron: An IL-2 Sturmovik piloted by a Penal Soldier will provide air support, even during blizzards, however he has a higher chance of crashing in a blizzard, or being shot down. |
If your paks are getting decrewed and stolen every game then I would tend to think that your using them wrong.
Not really, the Pak 40 is piss easy to decrew, you only need to kill 3/4 of the crew instead of the entire thing. It's also slow and there's no merge so it likely won't be reinforced unless he gets a Half-Track.
The only way to guarantee safety is to keep it back behind your lines, where it'll likely not get attacked, but would also be too far from the action to attack anyway. The main reason people get a Pak 40 is because they can't afford enough Tanks. |
Penetration based on Range would kinda suck I think. At first it sounds like a good idea, but then you realise every tank fight is just gonna become about hugging the opponent, and if the T-34/76 wins at close range, Germany Armour's gonna suck unless it gets a Range / LOS increase |
Dogfight mechanics that depends on RNG what plane will win it XD
Well the Americans would always win it because their plane is a Fighter-bomber while Soviet / Ostheer's are Bomber / CAS. |
Rattenkrieg and Ten times worse than Hell (for the Russkies?)
I was also thinking "No Land Beyond the Volga" for the Soviet side, but that works better, it fits with the theme of 'this was an awful battle from all perspectives'. I like it. |