Quote from: stealthattack1 on February 24, 2012, 12:19:42 AMno HMG for soviets. other than that, get the shock guards upgrade for shock troopsarty has a significantly different role than AT, and why would we nerf the zis-3 and make it into arty? please explain.First, the "HMG" functions just like a more powerful LMG. No suppression, did you read that? Shock Guards=/=shock army troops. The difference historically (if you know anything) between guards and shock armies were that Guards were the elite, relatively fast moving and well trained army used to exploit a breakthrough. The Shock Army was HEAVILY equipped (ISU-152s, high numbers of IS-2s, many machine guns, etc.) but had little in the way of sustaining themselves for extended conflict and making fast advances. Therefore, shock guards=fast moving elite infantry. Shock Army=Slow moving breakthrough units. Either you worded yourself wrong or have no idea between the difference of a ZiS 2 and a ZiS 3. If you know history or have done even 30 minutes of wikipedia research, you would know that the ZiS 2 is the AT gun, the ZiS 3 is the field gun. ZiS-3=/=ZiS support gun in the game. The ZiS "Support Gun" (cough cough derp AT gun) is OBVIOUSLY still buildable. The point being that the ZiS 3s (which can and was used as a slightly weaker substitute for the ZiS 2 at times but its main role was light artillery support with some AT support when neccesary) could replace the unmoveable but powerful artillery firebase with a more mobile but weaker force.
no HMG for soviets. other than that, get the shock guards upgrade for shock troopsarty has a significantly different role than AT, and why would we nerf the zis-3 and make it into arty? please explain.
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
I've also thought of another reward "unit", so to speak: 4.2 inch mortar WP barrage, as a replacement for the American Infantry Company's Off-Map Artillery. There's historical basis for this: the Chemical Mortar battalions were widely feared by the Germans for their HE and WP barrages. Instead of firing HE shells, though, they fire WP shells that:* Lay down a heavy smokescreen instead of exploding in the massive artillery explosion. There are a lot of potential uses for a big smokescreen, after all.* The explosion of impact will have a medium radius and deal immediate fire damage to infantry, like the Panzer Elite exploding boobies booby traps. Damage to vehicles will be fairly minimal. On the other hand, since it counts as fire damage, cover doe not protect against it.* Optional: vehicles caught near blast center suffer some damage and are stunned, like a T17 WP shell ability.* Unlike the Wehrmacht Incendiary Barrage, it does not leave patches of fire on the ground. Not only does it make it a more unique ability, it also changes the utility: it's not usable for mass area denial, and it can't burn out infantry from buildings over a long time. It also allows Infantry commanders to charge Rangers and Rifles into the smoke almost immediately.* It's less damaging than the Arty Barrage; it should cost correspondingly less. At the same time it's still lethal to infantry caught within shellburst range, so it should cost quite a lot more than the Creeping Smoke Barrage for the British. I suggest a cost of 100 or 120 Muni or so.
The VDV undertook three major combat drops in WWII: the 1942 Vyazma operation, the 1942 Demiansk pocket, and the 1943 Dnieper River crossing operation. In all three cases they got butchered horribly, but they still fought as leg infantry throughout the war. It's mentioned that when a drop went wrong (...all the time), they'd meet up with local partisans and conduct guerrilla warfare.
The munitions cost is comparable to Manpower Blitz.
Quote from: GodlikeDennis on March 06, 2012, 04:21:37 PMThe munitions cost is comparable to Manpower Blitz. I don't think it's fair because, although the Wehr need 6 CPs and 200 munition but they get anything they like from the 900 man power plus that doesn't account for their pop cap. Even the American only spend 7 CPS and 800 man power to receive riflesquad, .30 cal MG, Mortar, Anti-Tank Gun, M8, M10, rangers that is a huge force to do a push. For the Soviet, let me put the Red tide into its ultimate form in which it only bring in 2 shtrafniki squads and 1 Guard squad and the sum of man power of those squads, which i make it out according to the cost of the regular squads, is about 820 man power ( let me put the shtrafniki's price is 240 mp). However, to get that it takes you 5 CPs which a considerable amount of killings and time.