Guards are OP now IMO. THey have a huge amount of health, can still be unsurpressed (vet 3 however), extremely powerful weapons, and get a free DP which can be used while running, and their nades seem to do a huge amount of dmg. ALso IDK if its jus me but it seems like when they throw the AT nade the nade actually follows the tank, making kiting kinda useless. They can even beat KCH. Strelky are alot weaker health wise, their weapons not as powerful, and need RBS to scale with vet grens while guards can still go w/o shock upgrade.And trenches were removed cause they promote static gameplay AFAIK.
I agree that guards are solid units theoretically\\
Is it me or have guards been nerfed so much that they are rarely worth getting? Though they definitely used to be way too overpowered (free grenades, upgraded squad sizes almost as big a strelky, no need for weapon upgrades)NowGuards compared to StrelkyPro:-Frag Grenade- You forgot Guards have the all-powerful Pineapple-Krak grenades -Good bonuses veterancy wiseCon:-Lots of teching- -Smaller squad -Ok, but Guards overall have much, much more health and armor than Strelky, they don't need to be big. The increased health of the squad overall is a Pro, not a con.-Costly manpower-Of Course they are. They're late game elite infantry. You get 4 supermen for 340 manpower. Think of Knights Cross Holders.-No associated buff like Strelky sprint-Sure, but all 3 doctrines offer an active ability to take place of this-AT easily kited- -Four man squadThis is the same thing as "Smaller Squad"
on a side note:whatever happened to trenches?
Quoteon a side note:whatever happened to trenches?
I Agree with Sharks. I find that strelky get underused consequently. 150muni to upg squad weapons plus 50 Fl for Red_Banner. Using CT0 0r CT2 you get Guards on the cheap. The Breakthrough doctrine is particulaly usefull with shock guards up grades adds that suppressing LMG that still shoots on the move is very usefull. Proaganda gives NI for MP and guards for munis. . just cap 2 medium muni points. I usually end up with 5 NKVD squads strength 1m at HQ. Strelky aren't in it. With CT_1 or CT_2 5 conscript squads can be built with no pop and no drain on the manpower. aquisition rate. Makes it much easier to purchase tank riders.
have one additional comment to Darkreavers statement that guards are lategame infantry. If you obtain the from the CT they are mid-game infantry coming as the do athe second CT upg.
have one additional comment to Darkreavers statement that guards are lategame infantry. If you obtain the from the CT they are mid-game infantry coming as the do athe second CT upg.Not really. You can use them earlier, but they only become rly useful when you research shock guards, for which you only have fuel lategame.