Well, that's not so stupid. Actually, it'd make sense. And stickybombs often fuck up engines. It'd make sense. Actually, it doesn't make sense for it not to.
Quote from: Loupblanc on April 02, 2011, 01:58:40 PM Well, that's not so stupid. Actually, it'd make sense. And stickybombs often fuck up engines. It'd make sense. Actually, it doesn't make sense for it not to.The practicality of adding an ability to just ONE unit, provided he isn't a doctrine specific unit or special in any kind of way, almost makes the entire ability useless.
In fact, you can win the game with these alone + support barracks.
60 Muni, mind you. Strelky can also use their sprint abilit to charge HMGs, Mortars, and Paks.But why bother with penals if RBS are the most powerful unit (aside from shock guards, which btw are unsuppressable at Vet 1 if you're looking for a better unit besides penals)Ingenery Flamers are for a specifc purpose and support a general idea in the Doctrine: Urban Combat and Building Destruction. Without flames Ingenry are not commonly used as a main infantry unit but such ability DRAMATICALLY changes that, enabling Ingenry to become quite powerful and good support for your KV-2. Even more powerful are the Sturmovie Ingenery.
good strategies here our comrade is suggesting penals instead of expensive RBSIm going to test this out as well, however i fear late game there is no substitute for ppsh RBS. mass penal good?