Company of Heroes: Eastern Front

Author Topic: Quick Guards idea [1.3.1]  (Read 4354 times)

Offline Paciat

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Re: Quick Guards idea [1.3.1]
« Reply #15 on: April 25, 2011, 04:06:01 PM »
I don't have an idea how it would fuck up balance if they would arrive earlier than they're arriving now. I got enough problems to deal with upgraded strelkys + command squad as wehr during the midgame.
Actually my Idea was that you can trade having sharpshooters+strelky or tank hunters+strelky for having only constripts+guards. This tactic will be risky becouse if youll be cut of from fuel after getting Tank Depot with no upgrades youll be left with no AT and no reliable infantry.

Ill also add that that the next EF patch will change SU-85 (nerf its frontal armor) and the next ToV patch nerfs Stuarts/Stags gun vs PE Marder and 22x armor (T-70 gun stats are based on Stuart). Teching up to Tank Depot+quick Guards wont be as OP as it now seems.

Offline Cranialwizard

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Re: Quick Guards idea [1.3.1]
« Reply #16 on: April 25, 2011, 04:20:18 PM »
I don't think it's OP at all. Red Banner Strelky is the most powerful infantry unit firepower wise, and if you're trading them in for Guards...

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Offline Paciat

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Re: Quick Guards idea [1.3.1]
« Reply #17 on: April 25, 2011, 04:39:07 PM »
I quick T3 in lots of games using strafynie, or sturmovie as my in-between infantry.
Yep but those are in-between infantry that cost you fuel to get anyway and only delay getting Strelky. The whole point of my idea is to get Gurads as main infantry without having to use anything in between. (without a possibility to use Strelky)
Its a chance to end the game quickly if the enemy was outcapped thruout the whole early-mid game when you fought using Command squad and constripts only.

Offline GodlikeDennis

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Re: Quick Guards idea [1.3.1]
« Reply #18 on: April 26, 2011, 06:14:16 AM »
Sturmovie actually work perfectly with a vehicle rush because they can help repair in the field and use munitions to build, which the fast vehicle build has loads of. A 25FU delay isn't much when you gain an infantry that can supplement your light vehicles so incredibly well. They also counter Paks and bunkers while the T90s take care of everything else.
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Offline RedGuard

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Re: Quick Guards idea [1.3.1]
« Reply #19 on: April 26, 2011, 06:20:02 AM »
True, but the players using that strat are a huge minority. not to mention its gimmicky. which in of itself come pre loaded for an epic fail and leaves little room for error
but of course if you pull it off you're the man  8)
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Offline GodlikeDennis

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Re: Quick Guards idea [1.3.1]
« Reply #20 on: April 26, 2011, 06:23:56 AM »
It's hardly gimmicky. It's a bit similar to getting vet 1 support before going T3 as Wehr, except that instead of better MGs and self healing pios you get an extremely powerful, suppression resistant assault squad that can repair and throw free satchels at bunkers and Paks to permanently destroy them.
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Offline RedGuard

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Re: Quick Guards idea [1.3.1]
« Reply #21 on: April 26, 2011, 06:40:31 AM »
I think its a gimmick because you're substituting "combat engineers" for actual front line infantry. its unconventional tactics

kind of like vetted pio spam, which was gimmicky

satchels are situational anyway, a smart player wont bunker up once they see you crank out a few sturmovie. just like im moving my pak away from the thrown satchel. and suppression resistance only goes so far against a few MG42's when you dont have the main line infantry support you should have

but this of course is all theory craft  :P
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Offline Max 'DonXavi' von B.

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Re: Quick Guards idea [1.3.1]
« Reply #22 on: April 26, 2011, 03:30:11 PM »
Wait up, there's something very interesting coming for the Guards..

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa