But at a certain point I feel like they should just be renamed Strelky
Agreed, they're Penals in name only. Suicide Satchels and UI / Voice Acting are the only things that make them "Penal Troops".
I think they should give them new voice lines, and rename them to Frontoviki, Strelki, or just Riflemen. |
Russian Liberation Volunteers - 270 MP - CP0
Squad Size - 5 (4 slightly modified osttruppen models, 1 pg model)
Population cost - 15
Weapons - 5x Kar98k
Armor - Same as conscripts
Health - between ostruppen and grens
Abilities - Loot Building (passive) When garrisoned in a house when not under fire, they will generate 10+mp per squad member alive.
Patch up (requires vet 1, 20mu) When garrisoned in a house the squad can activate this ability to heal. cannot fire out of the house until they reach full HP. can leave the house to cancel it early. must not be under fire to activate it.
Funny you mention them, considering the Osttruppen Squad actually are Russian Liberation Army volunteers.
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I wish there were 1941 missions where you used Panzer III's and T-26's. |
Not to mention that Scout car HP is very low and its damage against snipers is poor.
That would be great if Relic increase MP cost of scout car and increase the damage against snipers in order to be able to kill them with 2-3 burst from far distance. that would make snipers retreat.
Is that possible? I was under the impression that everything was just as it appears, no modifiers or hidden advantages from one unit to the next. Like in CoH, Combat Engineers could beat Panzer Grenadiers, but Panzer Grenadiers could still take on Riflemen effectively. I don't think you can do that in CoH2, specific Armour types seem to have been removed in favour of a flat number system. |
Huh? I think it's the other way around. however, both players need some micro, else they'll fail horribly.
I've always had an easier time with Soviets. It's easier to just point a squad at a sector and check up on them every once in awhile. Not like Ostheer where I could send them off to a sector, look back 10 seconds later and 3 of them are on fire! Soviets are quite nasty with the squad wipes if you don't watch, and sometimes even if you do. But at the same time they're virtually immune to it due to model count and severe lack of Ostheer AI.
Ostheer Tanks can be a challenge to deal with, but proper use of Conscripts, Field Guns, SU-76, and SU-85 make it manageable. |
So yeah, weird bug I encountered the other day, me and my friend were playing a 2v2 on Crossing in the Woods. We were in the top end, I was on the right side of the base, we were Soviets. I noticed that for some reason, the default waypoint for all my buildings (even freshly built ones) was set on the doorstep of one of the the Ostheer HQ bunkers.
Never saw anything like it before on that map or any other, and probably won't either. Regardless it was interesting and odd, has anyone else had this happen? |
They're versatile because their basic infantry can counter infantry counters (Tanks, MG's) with upgrades. MG's can get molotoved and are forced to fall back, Tanks can get AT Grenaded and are forced to pull back. Conscripts can also Oorah, which amplifies the previous abilities by allowing them to cover ground much more quickly.
Then you have minor things like Tanks that can capture territory or can suicide themselves to cripple the enemy, and AT Guns that can wipe an Infantry attack, or MG's that can be used much like an infantry squad, ability to reinforce from Conscripts, stuff like that.
Overall I just find myself having an easier time with the Soviets. Cheap upgrades, large squads, decent units, and very potent doctrines. |
IMO if it requires equal amounts of micro to both place and destroy then there is no problem
I'd think it costs less macro, actually. Just shift click each piece with a unit, and done. This as opposed to click for wire, direction, cancel, repeat. |
After playing like 10 games today I also got a similar impression, at least if you abuse Rifle grenades and snipers hard enough. (at least for 1v1)
Soviets are the best due to their ease of use and versatility, Germans are the best if you can micro well and have a good build-order (which nullifies the Soviet advantage). |
Putting up barbwire all around a point also takes time...
You can just shift-click 4 times and you'll have a wired in point. With ghost-wiring, you have to manually place and cancel every single segment. It's a hundred times more macro intensive. And the opposing player can just order his unit to attack it and it breaks in 2 seconds...
The only time it works is when the other player isn't thinking and doesn't even try to hover his mouse over it. |