Mr. Hasselhoff
09-19-2006, 07:41 PM
Original link to this guide:
http://www.forumplanet.com/planetcompanyofheroes/topic.asp?fid=20471&tid=1939135
By 1stStrikeRecon (http://www.forumplanet.com/planetcompanyofheroes/user.asp?gid=43438744&mid=2616501)
First, I want to make something very clear. ALL testing was done without taking into account the cost of anything.
Also, if you are unwilling to read the entire post without making a reply, I politely ask that you don't reply with analysis. Read the whole thing, and make an analysis, or don't do it at all.
The testing, and these results, are singularly concentrated on the respective units and how they perform in as many different permutations as I could concieve (And test without comprimising my sanity). So, if you view our incredibly long replays, I don't want to see any retarded posts of "OMZ!!!111oneoneone you DIDNT DO T3H MG RUSH" or "WHY R T3H RIFLEMANZ AND DE VGS JUST SHOOTING AT T3H EACHOTER". Cost-benefit analysis will follow after I show you the results of these units in terms of EFFECTIVENESS that IGNORES COST.
I also do not use grenades, panzerfausts (Not to be confused with the weapon, Panzershreck, that Sturmtruppen and Grenadiers get), or any other explosive munitions 'power'.
Volksgrenadiers
Strangly, my results show that VGs are superior to Riflemen, but only in a very narrow engagement envelope. At the 'long' range of engagement, wholly unupgraded Volksgrenadiers almost always win against unupgraded Riflemen.
Here is the engagement envelope I mean:
http://img.photobucket.com/albums/v496/1stStrikeRecon/EngagementRange.jpg
Results:
Unupgraded Volksgrenadiers
- Against Unupgraded Riflemen, 'long range', Volksgrenadiers will win.
- Against Unupgraded Riflemen, 'medium-short range', Volksgrenadiers will lose.
- Against Rifleman with BARs (With or without Suppression), 'long range', Volksgrenadiers will lose.
- Against Paratroops, ANY range, Volksgrenadiers will lose.
- Against Unupgraded Rangers (No Thompsons), 'long range', Volksgrenadiers will win.
- Against Rangers with Thompsons, ANY range, Volksgrenadiers will lose.
Volksgrenadiers with MP40 upgrade
- Against Unupgraded Riflemen, 'long range', Volksgrenadiers with MP40s will lose.
- Against Unupgraded Riflemen, 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Riflemen with BARs (Without Suppression), 'long range', Volksgrenadiers with MP40s will lose.
- Against Riflemen with BARs (Without Suppression), 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Paratroops, 'long range', Volksgrenadiers with MP40s will lose.
- Against Paratroops, 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Unupgraded Rangers, 'long range', Volksgrenadiers with MP40s will lose.
- Against Unupgraded Rangers, 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Rangers with Thompsons, ANY range, Volksgrenadiers with MP40s will lose.
In each of these cases (And all the following cases, unless otherwise noted), the win or loss was typically pretty significant, with only 1 or 2 casualties on the winning side and a complete wipeout on the loosing side. The only case I bring attention to is of Rangers with Thompsons at close range against Volksgrenadiers with MP40s will result in 50% casualties, at least, in the Ranger squad.
My analysis? Giving VGs MP40s provides them a SIGNIFICANT advantage as close range assault troops. For 50 munitions, VGs are the best close range assault infantry for the price.
Grenadiers
Surpisingly, Grenadiers are majorly underrated. The biggest problem with them is that most of their equipment is vastly overpriced and, in the case of the MG42 LMG, cannot be purchased until the Battle Phase.
Results:
Unupgraded Grenadiers
- Against Unupgraded Riflemen, 'long range', Grenadiers will win.
- Against Unupgraded Riflemen, 'medium-short range', Grenadiers will lose (However, at least 50% casualties among Rifle squad).
- Against Rifleman with BARs (Without Suppression), 'long range', Grenadiers will win.
- Against Rifleman with BARs (Without Suppression), 'medium-short range', Grenadiers will lose.
- Against Paratroops, 'long range', Grenadiers will win.
- Against Paratroops, 'medium-short range', Grenadiers will lose.
- Against Unupgraded Rangers (No Thompsons), 'long range', Grenadiers will win.
- Against Rangers with Thompsons, 'long range', Grenadiers and Rangers have roughly an even fight.
- Against Rangers with Thompsons, 'medium-close range', Grenadiers will lose.
Grenadiers with MG42 LMG upgrade
*NOTE* In ALL these cases, if the Grenadiers with MG42 LMGs ADVANCE (Are the ones advancing across ground and engaging the enemy at close range) they ALWAYS lose, except against unupgraded riflemen.
- Against Unupgraded Riflemen, ANY range, Grenadiers with MG42 LMGs will win.
- Against Riflemen with BARs (Without Suppression), ANY range, Grenadiers with MG42 LMGs will win.
- Against Paratroops, ANY range, Grenadiers with MG42 LMGs will win.
- Against Unupgraded Rangers, ANY range, Grenadiers with MG42 LMGs will win.
- Against Rangers with Thompsons, 'long range', Grenadiers with MG42 LMGs will win.
- Against Rangers with Thompsons, 'medium-short range', Grenadiers with MG42 LMGs will lose (But cause significant casualties @ at least 50% casualties, depending on how accurate the bazookas are. More accurate = less casualties in the Ranger squad).
Clearly, Grenadiers with the MG42 LMGs are significantly superior as 'defensive' troops. However, when they are told to advance into Allied fire, they almost always lose. This is because the MG42 LMGs do not fire on the move. We did conduct tests with Panzershreck equipped Grenadiers, however the results were largely the same as an Unupgraded Grenadier squad.
Sturmtruppen, AKA, Stormtroops
I will not repost the results of the UNUPGRADED Stormtroop squad as they are largely the same as an UNUPGRADED Grenadier squad. Note, however, that Grenadiers (Unupgraded) are better than VGs (Unupgraded) at long range (Suffering less casualties for each unit they win against) and that Stormtroopers (Unupgraded) are even better than the Grenadiers (Unupgraded). The results of the Stg44, though, are significant.
Stormtroops with Stg44s (Or MP44s)
- Against Unupgraded Riflemen, ANY range, Stormtroops with Stg44s will win.
- Against Riflemen with BARs (Without Suppression), 'long range', Stormtroops with Stg44s will be somewhat even.
- Against Riflemen with BARs (Without Suppression), 'medium-short range', Stormtroops with Stg44s will win.
- Against Paratroops, ANY range, Stormtroops with Stg44s will win.
- Against Unupgraded Rangers, ANY range, Stormtroops with Stg44s will win.
- Against Rangers with Thompsons, ANY range, Stormtroops with Stg44s will win (Read note for details on this).
A note. Against Rangers with Thompsons, if the Stormtroops are assaulting (i.e. moving accross a field, with rangers in position, into close range of rangers) the Stormtroops will win by a SIGNIFICANT margin (As in, no losses) UNLESS the Bazooka causes a 'squad scatter.' A squad scatter occurs when a Bazooka hits extremely close to, or kills, a member of the squad. It causes the entire squad to 'scatter' into cover before continuing their previous order. In the case of a Stormtrooper squad assaulting the Rangers, this causes them to 'squad scatter,' reorganize, then attack.
If Rangers cause the Stormtroops to 'squad scatter,' the Rangers will win with only 2 casualties (Happened consistently in all the trials a 'squad scatter' occured in the 'Stormtrooper assaulting Rangers with Thompsons' tests).
Conclusions:
Volksgrenadiers: VGs, unupgraded, MUST maintain their long range envelope with Rifleman squads in order to win. However, when you upgrade to Skirmish, VGs with MP40s are significantly superior to everything the Allies, short of Suppression Fire (In its current state) and Rangers with Thompsons, in close range. To be honest, I was surprised, as I had labeled VGs as utterly useless. Plus, with the Panzerfaust ability, Volksgrenadiers have a far more accurate AT ability than either the Panzershreck or Bazooka. Of course, at 50 munitions, it is somewhat pricey, but it is still far more effective at both AT and Anti-infantry than hand-grenades. Its explosion is much more concentrated than the post-1.17 grenades, resulting in far higher losses in bunched up Rifleman squads than if you were to grenade a bunched up VG squad. Clearly I was mistaken about VGs.
Grenadiers: These units are significantly superior to the VGs, for just a 20 MP cost increase. The biggest blow to their utility is the 150 munitions cost to upgrade them with 2 MG42 LMGs/Panzershrecks. Ignoring the cost for a moment, you can find that in the support/defensive role Grenadiers with a MG42 LMG are extremely powerful. I feel they are the most underrated unit in the Axis army, largely because you need to build a Kriegs Barracks to make them and pay 150 munitions to get this effectiveness.
Stormtroops: Anyone who says these infantry suck against fighting other infantry are, I'm sorry to say, simply not using them correctly. In all our tests, even Rangers (The best Allied anti-infantry, excepting support weapons like MGs) stood almost NO chance against MP44/Stg44 armed Stormtroops. Anything less than Rangers (I.e., Rifleman and Paratroops) stood no chance whatsoever. Add in stealth, and Stg44 armed Stormtroops are scarily efficient in their anti-infantry role.
However, again, just like Grenadiers, the 150 munitions cost (Among a few other things I will outline in my 'suggestions' section) is simply too much to justify upgrading the unit. Especially when getting these awesome Stg44 totally removes the Stormtroop's anti-tank capabilites.
Ironically, three Pioneer squads all upgraded with Flamethrowers are all vastly superior in the Anti-Infantry role than any other Axis unit, except Stormtroops with MP44s provided the enemy isn't garrisoned in a building.
Rifleman Squads with BARs are worth note, as you have surely realized that in all my results above, I noted that they did not use Suppression.
Why, you ask? Simple: In all our tests, the use of Suppression was overpowered (Uh oh, I said the 'O' word). Yes, overpowered. For 40 munitions, you give a unit the ability to totally pin at LEAST 3 squads.
Let me restate that. When you use SUPPRESSION FIRE, for 40 munitions, you PIN squads. It is important to realize the difference.
When a unit in this game is SUPPRESSED, it can still fire, throw grenades, etc. Suppression also remains for a few seconds after the fire has ceased.
When a unit is PINNED, it can no longer fire, use abilities, etc. The only thing you can do is move (very slowly) or retreat. Pinning also remains for a significant period of time after fire has ceased.
I feel this occurs because there is simply a 'suppression' value, and that everytime a unit fires, this 'suppression' value is applied to a Unit. When that unit reaches a certain threshold in its 'Suppression' value, it becomes suppressed. Another threshold, it becomes pinned.
This needs to change. First, nowhere in Suppression Fire does it imply the ability to PIN a unit, making it totally combat ineffective (This occurs regardless of veterancy). Suppression Fire SUPPRESSES its target. So, that's all it should do. This would still provide a significant advantage to Allied Rifleman, but not the overpowering total removal of combat effectiveness in Axis units that it does now.
Here are my suggestions to fix the inbalances and issues:
- Increase MG42 Team and Allied .30cal HMG team cost by 20 Manpower (New value is 280 and 260 respectively).
- Decrease Volksgrenadier cost to 260.
- Decrease Munitions cost of MG42 LMGs, Panzershrecks, and MP44 (Stg44s) to 50.
- Change the "Escalation" requirements of the MG42 LMG, Stormtroop's Bundled Grenade, and the MP44 to "Escalate to Skirmish."
- Increase Ranger Bazooka accuracy. Riflemen that pick up a Bazooka are significantly more accurate than Rangers.
- Remove Ranger Stealth Spotting OR add Stealth Spotting to Knight's Cross (Either of these solutions are TEMPORARY and will not fix the current imbalance stealth provides. The best solution? Rework Stealth entirely).
- Knight's Cross in their current iteration are totally useless. At 385 Manpower and a Tier 4 requirement, they are inferior to UNUPGRADED Grenadiers. Volksgrenadiers with the MP40 upgrade are vastly superior to the Knight's Cross.
- Grenades and the Blitzkrieg Commander Tree "Grenadier Assault" ability are both extremely ineffective against units that are Garrisoned in a building.
- Remove the ability to Pin from Suppression Fire.
- Reduce Ostwind moving accuracy and movement speed.
-Credits due to 1ststrikerecon
http://www.forumplanet.com/planetcompanyofheroes/topic.asp?fid=20471&tid=1939135
By 1stStrikeRecon (http://www.forumplanet.com/planetcompanyofheroes/user.asp?gid=43438744&mid=2616501)
First, I want to make something very clear. ALL testing was done without taking into account the cost of anything.
Also, if you are unwilling to read the entire post without making a reply, I politely ask that you don't reply with analysis. Read the whole thing, and make an analysis, or don't do it at all.
The testing, and these results, are singularly concentrated on the respective units and how they perform in as many different permutations as I could concieve (And test without comprimising my sanity). So, if you view our incredibly long replays, I don't want to see any retarded posts of "OMZ!!!111oneoneone you DIDNT DO T3H MG RUSH" or "WHY R T3H RIFLEMANZ AND DE VGS JUST SHOOTING AT T3H EACHOTER". Cost-benefit analysis will follow after I show you the results of these units in terms of EFFECTIVENESS that IGNORES COST.
I also do not use grenades, panzerfausts (Not to be confused with the weapon, Panzershreck, that Sturmtruppen and Grenadiers get), or any other explosive munitions 'power'.
Volksgrenadiers
Strangly, my results show that VGs are superior to Riflemen, but only in a very narrow engagement envelope. At the 'long' range of engagement, wholly unupgraded Volksgrenadiers almost always win against unupgraded Riflemen.
Here is the engagement envelope I mean:
http://img.photobucket.com/albums/v496/1stStrikeRecon/EngagementRange.jpg
Results:
Unupgraded Volksgrenadiers
- Against Unupgraded Riflemen, 'long range', Volksgrenadiers will win.
- Against Unupgraded Riflemen, 'medium-short range', Volksgrenadiers will lose.
- Against Rifleman with BARs (With or without Suppression), 'long range', Volksgrenadiers will lose.
- Against Paratroops, ANY range, Volksgrenadiers will lose.
- Against Unupgraded Rangers (No Thompsons), 'long range', Volksgrenadiers will win.
- Against Rangers with Thompsons, ANY range, Volksgrenadiers will lose.
Volksgrenadiers with MP40 upgrade
- Against Unupgraded Riflemen, 'long range', Volksgrenadiers with MP40s will lose.
- Against Unupgraded Riflemen, 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Riflemen with BARs (Without Suppression), 'long range', Volksgrenadiers with MP40s will lose.
- Against Riflemen with BARs (Without Suppression), 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Paratroops, 'long range', Volksgrenadiers with MP40s will lose.
- Against Paratroops, 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Unupgraded Rangers, 'long range', Volksgrenadiers with MP40s will lose.
- Against Unupgraded Rangers, 'medium-short range', Volksgrenadiers with MP40s will win.
- Against Rangers with Thompsons, ANY range, Volksgrenadiers with MP40s will lose.
In each of these cases (And all the following cases, unless otherwise noted), the win or loss was typically pretty significant, with only 1 or 2 casualties on the winning side and a complete wipeout on the loosing side. The only case I bring attention to is of Rangers with Thompsons at close range against Volksgrenadiers with MP40s will result in 50% casualties, at least, in the Ranger squad.
My analysis? Giving VGs MP40s provides them a SIGNIFICANT advantage as close range assault troops. For 50 munitions, VGs are the best close range assault infantry for the price.
Grenadiers
Surpisingly, Grenadiers are majorly underrated. The biggest problem with them is that most of their equipment is vastly overpriced and, in the case of the MG42 LMG, cannot be purchased until the Battle Phase.
Results:
Unupgraded Grenadiers
- Against Unupgraded Riflemen, 'long range', Grenadiers will win.
- Against Unupgraded Riflemen, 'medium-short range', Grenadiers will lose (However, at least 50% casualties among Rifle squad).
- Against Rifleman with BARs (Without Suppression), 'long range', Grenadiers will win.
- Against Rifleman with BARs (Without Suppression), 'medium-short range', Grenadiers will lose.
- Against Paratroops, 'long range', Grenadiers will win.
- Against Paratroops, 'medium-short range', Grenadiers will lose.
- Against Unupgraded Rangers (No Thompsons), 'long range', Grenadiers will win.
- Against Rangers with Thompsons, 'long range', Grenadiers and Rangers have roughly an even fight.
- Against Rangers with Thompsons, 'medium-close range', Grenadiers will lose.
Grenadiers with MG42 LMG upgrade
*NOTE* In ALL these cases, if the Grenadiers with MG42 LMGs ADVANCE (Are the ones advancing across ground and engaging the enemy at close range) they ALWAYS lose, except against unupgraded riflemen.
- Against Unupgraded Riflemen, ANY range, Grenadiers with MG42 LMGs will win.
- Against Riflemen with BARs (Without Suppression), ANY range, Grenadiers with MG42 LMGs will win.
- Against Paratroops, ANY range, Grenadiers with MG42 LMGs will win.
- Against Unupgraded Rangers, ANY range, Grenadiers with MG42 LMGs will win.
- Against Rangers with Thompsons, 'long range', Grenadiers with MG42 LMGs will win.
- Against Rangers with Thompsons, 'medium-short range', Grenadiers with MG42 LMGs will lose (But cause significant casualties @ at least 50% casualties, depending on how accurate the bazookas are. More accurate = less casualties in the Ranger squad).
Clearly, Grenadiers with the MG42 LMGs are significantly superior as 'defensive' troops. However, when they are told to advance into Allied fire, they almost always lose. This is because the MG42 LMGs do not fire on the move. We did conduct tests with Panzershreck equipped Grenadiers, however the results were largely the same as an Unupgraded Grenadier squad.
Sturmtruppen, AKA, Stormtroops
I will not repost the results of the UNUPGRADED Stormtroop squad as they are largely the same as an UNUPGRADED Grenadier squad. Note, however, that Grenadiers (Unupgraded) are better than VGs (Unupgraded) at long range (Suffering less casualties for each unit they win against) and that Stormtroopers (Unupgraded) are even better than the Grenadiers (Unupgraded). The results of the Stg44, though, are significant.
Stormtroops with Stg44s (Or MP44s)
- Against Unupgraded Riflemen, ANY range, Stormtroops with Stg44s will win.
- Against Riflemen with BARs (Without Suppression), 'long range', Stormtroops with Stg44s will be somewhat even.
- Against Riflemen with BARs (Without Suppression), 'medium-short range', Stormtroops with Stg44s will win.
- Against Paratroops, ANY range, Stormtroops with Stg44s will win.
- Against Unupgraded Rangers, ANY range, Stormtroops with Stg44s will win.
- Against Rangers with Thompsons, ANY range, Stormtroops with Stg44s will win (Read note for details on this).
A note. Against Rangers with Thompsons, if the Stormtroops are assaulting (i.e. moving accross a field, with rangers in position, into close range of rangers) the Stormtroops will win by a SIGNIFICANT margin (As in, no losses) UNLESS the Bazooka causes a 'squad scatter.' A squad scatter occurs when a Bazooka hits extremely close to, or kills, a member of the squad. It causes the entire squad to 'scatter' into cover before continuing their previous order. In the case of a Stormtrooper squad assaulting the Rangers, this causes them to 'squad scatter,' reorganize, then attack.
If Rangers cause the Stormtroops to 'squad scatter,' the Rangers will win with only 2 casualties (Happened consistently in all the trials a 'squad scatter' occured in the 'Stormtrooper assaulting Rangers with Thompsons' tests).
Conclusions:
Volksgrenadiers: VGs, unupgraded, MUST maintain their long range envelope with Rifleman squads in order to win. However, when you upgrade to Skirmish, VGs with MP40s are significantly superior to everything the Allies, short of Suppression Fire (In its current state) and Rangers with Thompsons, in close range. To be honest, I was surprised, as I had labeled VGs as utterly useless. Plus, with the Panzerfaust ability, Volksgrenadiers have a far more accurate AT ability than either the Panzershreck or Bazooka. Of course, at 50 munitions, it is somewhat pricey, but it is still far more effective at both AT and Anti-infantry than hand-grenades. Its explosion is much more concentrated than the post-1.17 grenades, resulting in far higher losses in bunched up Rifleman squads than if you were to grenade a bunched up VG squad. Clearly I was mistaken about VGs.
Grenadiers: These units are significantly superior to the VGs, for just a 20 MP cost increase. The biggest blow to their utility is the 150 munitions cost to upgrade them with 2 MG42 LMGs/Panzershrecks. Ignoring the cost for a moment, you can find that in the support/defensive role Grenadiers with a MG42 LMG are extremely powerful. I feel they are the most underrated unit in the Axis army, largely because you need to build a Kriegs Barracks to make them and pay 150 munitions to get this effectiveness.
Stormtroops: Anyone who says these infantry suck against fighting other infantry are, I'm sorry to say, simply not using them correctly. In all our tests, even Rangers (The best Allied anti-infantry, excepting support weapons like MGs) stood almost NO chance against MP44/Stg44 armed Stormtroops. Anything less than Rangers (I.e., Rifleman and Paratroops) stood no chance whatsoever. Add in stealth, and Stg44 armed Stormtroops are scarily efficient in their anti-infantry role.
However, again, just like Grenadiers, the 150 munitions cost (Among a few other things I will outline in my 'suggestions' section) is simply too much to justify upgrading the unit. Especially when getting these awesome Stg44 totally removes the Stormtroop's anti-tank capabilites.
Ironically, three Pioneer squads all upgraded with Flamethrowers are all vastly superior in the Anti-Infantry role than any other Axis unit, except Stormtroops with MP44s provided the enemy isn't garrisoned in a building.
Rifleman Squads with BARs are worth note, as you have surely realized that in all my results above, I noted that they did not use Suppression.
Why, you ask? Simple: In all our tests, the use of Suppression was overpowered (Uh oh, I said the 'O' word). Yes, overpowered. For 40 munitions, you give a unit the ability to totally pin at LEAST 3 squads.
Let me restate that. When you use SUPPRESSION FIRE, for 40 munitions, you PIN squads. It is important to realize the difference.
When a unit in this game is SUPPRESSED, it can still fire, throw grenades, etc. Suppression also remains for a few seconds after the fire has ceased.
When a unit is PINNED, it can no longer fire, use abilities, etc. The only thing you can do is move (very slowly) or retreat. Pinning also remains for a significant period of time after fire has ceased.
I feel this occurs because there is simply a 'suppression' value, and that everytime a unit fires, this 'suppression' value is applied to a Unit. When that unit reaches a certain threshold in its 'Suppression' value, it becomes suppressed. Another threshold, it becomes pinned.
This needs to change. First, nowhere in Suppression Fire does it imply the ability to PIN a unit, making it totally combat ineffective (This occurs regardless of veterancy). Suppression Fire SUPPRESSES its target. So, that's all it should do. This would still provide a significant advantage to Allied Rifleman, but not the overpowering total removal of combat effectiveness in Axis units that it does now.
Here are my suggestions to fix the inbalances and issues:
- Increase MG42 Team and Allied .30cal HMG team cost by 20 Manpower (New value is 280 and 260 respectively).
- Decrease Volksgrenadier cost to 260.
- Decrease Munitions cost of MG42 LMGs, Panzershrecks, and MP44 (Stg44s) to 50.
- Change the "Escalation" requirements of the MG42 LMG, Stormtroop's Bundled Grenade, and the MP44 to "Escalate to Skirmish."
- Increase Ranger Bazooka accuracy. Riflemen that pick up a Bazooka are significantly more accurate than Rangers.
- Remove Ranger Stealth Spotting OR add Stealth Spotting to Knight's Cross (Either of these solutions are TEMPORARY and will not fix the current imbalance stealth provides. The best solution? Rework Stealth entirely).
- Knight's Cross in their current iteration are totally useless. At 385 Manpower and a Tier 4 requirement, they are inferior to UNUPGRADED Grenadiers. Volksgrenadiers with the MP40 upgrade are vastly superior to the Knight's Cross.
- Grenades and the Blitzkrieg Commander Tree "Grenadier Assault" ability are both extremely ineffective against units that are Garrisoned in a building.
- Remove the ability to Pin from Suppression Fire.
- Reduce Ostwind moving accuracy and movement speed.
-Credits due to 1ststrikerecon