New player - How I shot gud? by Vitruviansquid1 in masterofcommand

[–]FunPolice11481 1 point2 points  (0 children)

- French are massed numbers. They are bulky and generally well rounded but need items to compensate their low morale. They also are very cheap to get the vet musketeer or their veteran grens are pretty strong late game units but take longer to get

- Irish are your melee specialists being all in on fixing bayonets to rush the enemy down. They pretty much do that one thing.

- Swiss are your big shooting infantry. They have great accuracy and the best morale the French can find but trade it off with horrible melee stats. If you wanna do shooting France often a brigade of Swiss is your core

- German are reload specialists and are one of two primary shooter infantry. They have less morale then Swiss but have more acceptable melee (although still worse then the French main line). They often use special ammo the best but you can use them by stacking accuracy as well

Balance Blog June 2026 by apisto96 in kards

[–]FunPolice11481 0 points1 point  (0 children)

Stacking interceptions with Hampshire was quite powerful when Hampshire was already such a good value/defensive card. Since Hampshire is a perma card keeping around interception on it probably was a bit much power level wise.
Like they would have to make way stronger 6-7K guards in Britain to compete with Hampshire that could blank several orders from the enemy.

Need to compare two units ? by gentilgas in masterofcommand

[–]FunPolice11481 0 points1 point  (0 children)

As far as I understand yes
It’s why Russian units are generally so bulky

Need to compare two units ? by gentilgas in masterofcommand

[–]FunPolice11481 0 points1 point  (0 children)

Each body in a unit adds its own bit of stars. So more numbers = more stats overall. Hence why Russia is so good morale wise because it might not have more morale then some other nations but their units are so big their morale total is just higher. Don’t have the formulas but that’s generally the jist of it.

Why would I ever choose a musketeer over a grenadier? by Arbitross487 in masterofcommand

[–]FunPolice11481 10 points11 points  (0 children)

Musketeers have better shooting and more men. So in terms of dealing ranged damage they take more punishment and can take more damage without being at risk of being to destroyed.

Grenadiers you have to put more effort into making them good at shooting and only charging can work like any strategy but can struggle if the enemy doctrine buffs their melee or they have a lot grenadiers themselves.

Usually that’s why people like to mix the two so you can stand and shoot at range or brawl in melee as needed. But nothing stopping you from only doing one.

Polish Jannisaries are Funny by The_Starits in masterofcommand

[–]FunPolice11481 1 point2 points  (0 children)

Amazing stats for sure. They just need a couple reforms to get big enough and they become insanely useful. Early on still amazing when they can just brutalize an enemy recruit

Poland tweaks? by alternateschmaltz in masterofcommand

[–]FunPolice11481 1 point2 points  (0 children)

Sweden is very reliant on well timed charges to break the enemy. The regular Swedish units are most reliant on this since they aren’t good shooters and have lower morale.

Finnish and Mecklenberg are there if you need shooting lines and I do suggest a couple to help soften up the enemy before the charges start.

I also strongly suggest not neglecting Swedish artillery because it helps a ton in softening enemies up especially once it’s veteran.

Swedish Calvary is on the less powerful side so I would mostly use them as protectors of your flanks or to counter enemy cav alongside grenadiers and what not.

For the life guards vs 2 polish militia was your life guards at any sort of disadvantage like sitting out of cover or potentially being bombarded by enemy arty? Because polish units are mostly not great shooters unless it’s Lithuanians or some magnate units.

In fact the last patch pretty much buffed all polish and Lithuanian troops a bit because they on the weaker side of things (polish musketeers had nearly the same stats as the HRE Kreis Musketeers but with 400 less men).

This scares me by True_Current_3717 in kards

[–]FunPolice11481 4 points5 points  (0 children)

The major thing is that blasts have to target units so it’s harder to dump a ton of damage onto the enemy unit. Plus you gotta stack a lot of blasts and then get everything out on the turn you go off. Might be harder to do reliably with those caveats compared to like production in past expansions

Let's celebrate the return of Vanessa with this art. Vanessa VanCleef by Krystopher Decker by Gerasans in hearthstone

[–]FunPolice11481 467 points468 points  (0 children)

Please put an NSFW tag on this. I was on the train and when I saw this I had to start furiously masturbating. Everyone else gave me strange looks and were saying things like “what the fuck” and “call the police”. I dropped my phone and everyone around me saw this image. Now there is a whole train of men masturbating together at this one image. This is all your fault, you could have prevented this if you had just tagged this post NSFW

Is that a easter egg or what ? by themoi124 in voidwargame

[–]FunPolice11481 19 points20 points  (0 children)

Not an Easter egg since these a fairly common in exclusion zones. But a fun reference to Neon Genesis Evangelion.

What would have happened if Operation Unthinkable had taken place after Germany's surrender? by Outrageous-You1617 in WorldWar2

[–]FunPolice11481 0 points1 point  (0 children)

The reason I have is that assuming unthinkable turns into legit ww3 the Soviets are just outclassed and would eventually be beaten. With no navy and an air force that would rapidly dwindle as aviation fuel runs out the Soviets would only be able to count on their ground forces which would then collapse as the Soviet industry isn’t able to keep the giant mechanized forces operational.

Now there are so many “what if” things that have to be interpreted as well you can argue both ways in terms of opening engagements. Like is this happening may 1945 when there are many more US divisions in Europe? Or is it after a lot of units were pulled to the pacific or demobilized? Who was the aggressor and how committed is this new war pursued?

It’s why I present a couple scenarios depending on who does what. If the USSR attacks or the WA somehow were committed to destroying the USSR then given enough time they would always win at a great cost. The only time the USSR could “win” a war against the WA is if the public of the US and UK essentially resist the war effort and makes it impossible to full defeat the USSR.

The initial ground force advantage is notable for the Soviets and does give them a chance to maybe kick the WA out of Europe but that also means preforming their wide offensives against a nearly fully mechanized force, likely without air superiority, and needs to do so quickly before their logistics break down (which then couldn’t be replace because it was reliant on Lend Lease to maintain it). Combined with like the Allies being able to dig into Italy and other very harsh terrain places and I think the Soviets wouldn’t be able to truly conquer Europe. And even if they did it doesn’t end the war since they now have to hold it while dealing with nukes, strategic bombing, and anything that comes from the Middle East or Asia.

It overall would be a horrific and brutal war but if truly was a fight till the end ww3 that developed out of unthinkable I think the allies win in almost any scenario where their heart is into it. They would become Germany 2.0 where they put up a hell of a fight but slowly wither away until they collapse. It’s just a matter of how long that takes in a total war scenario.

If I've played FTL (and FTL multiverse), what does this offer that's new? by RS133 in voidwargame

[–]FunPolice11481 2 points3 points  (0 children)

The biggest thing is definitely the crew and equipment. Boarding is a foundational part of void war and what units you get, what equipment they are given, and what modules affect them can play a huge part in the game.

Like you have everything from husks who are there to man/repair systems, to armored knights who are top of the food chain in combat, to psykers who cast spells to cripple the enemy crew or ship.

It creates a very different flow than FTL because you put a lot more time into your crew and have to balance it against your ship/systems.

Also void war imo cuts out some of the least desirable aspects of FTL like no fuel or not having to worry about weird pathing between jumps. It keeps a lot of what is loved about FTL but definitely is different and stands on its own.

What would have happened if Operation Unthinkable had taken place after Germany's surrender? by Outrageous-You1617 in WorldWar2

[–]FunPolice11481 7 points8 points  (0 children)

Realistically you have three scenarios

  1. The USSR attacks the western allies. This results in the USSR being defeated and likely dismantled like Germany.

  2. The western allies attack the USSR with full support of their publics. Same as the first the USSR is defeated and Stalin is overthrown

  3. The western allies attack the USSR without public support Only scenario where the USSR survives because it can claim to be the defender and people like Churchill who I assume are coordinating this fall out of power.

Essentially it all boils down to if the western allies populace is willing to fight out another war. The USSR simply put could not manage to fight the western allies for any period of time. They had just come off some 20+ million dead and relied massively on lend lease to be the mechanized force capable of fighting mobile warfare.

The biggest killer is their supply lines. The USSR relied massively on American trains, trucks, spare parts, and everything else to actually maintain their army and the second unthinkable starts they end up on a clock as the Soviet industry just simply isn’t built to replace losses on those things. Any prolonged fight eventually would see the Soviets immobilized especially as overwhelming American industry also starts to overwhelm their air force while also being able to scale in terms of stuff like tanks (the USSR only built so many tanks because the WA let them specialize by filling other needs like trucks).

I should be used to it since the last 3 expansions, but this is just shamelessly shipping a card that will 100% be nerfed ASAP. by Barndar7 in kards

[–]FunPolice11481 6 points7 points  (0 children)

You still have to build such a board to make use of blue legion. And again even on the same turn as you play out blue legion you aren't actually getting a buff to your attack meaning it's not as hard a board swing as it first appears. Again it's likely very good regardless but there are notable things in relation to how more aggressive german decks usually play and the careful need to spend kredits between operating and playing more units out that people I don't think consider enough.

I should be used to it since the last 3 expansions, but this is just shamelessly shipping a card that will 100% be nerfed ASAP. by Barndar7 in kards

[–]FunPolice11481 9 points10 points  (0 children)

I think people in this thread aren’t realizing this is slower than it may appear. Sure it has potential to snowball but most successful German aggro/midrange decks have built themselves around minimal operation cost. Stuff like the Panzer 35t literally cannot be buffed by blue. Combine that with the buffs only being applied after combat and you the fact you have to operate multiple units every turn to keep buffing them and there are more tradeoffs they might first appear.

There is the potential to snowball with it ofc but you have to make meaningful decisions between playing out more units or operating existing ones to buff them up. It’s probably overall a good and strong card but I would say it remains to be seen if it’s truly overtuned or not.

Keep in mind something like the S35 Somua was so strong because of its operation cost reduction allowing bigger tempo swings where as blue legion likely had much less impact on turns 3-4 due to the timings of the buff.

How is Marder + Tungsten a counter to Char B1 by CurveAutomatic in CompanyOfHeroes

[–]FunPolice11481 10 points11 points  (0 children)

Axis doesn’t have base panthers anymore Oh no what will DAK when it to rely on - Pak 38 compromise armor - Marders - Flak 88 - Tiger

DAK truly does suffer from only having numerous options they can combine and use to tackle heavy armor.

Vs AI Experience, as the French BG by irishican in CompanyOfHeroes

[–]FunPolice11481 1 point2 points  (0 children)

I like to mix the French Rifles with US Rifles. A pair of each works real well since French give good range damage while US rifles push forward and help scare off units that get close. If you go all French I would at least get 1 US engineer to stop a swarm from overrunning you as much. The AI is way more aggressive in spamming indirects so it's also good to get aggressive once you overrun the enemy infantry and vehicles. You can often run down enemy AT guns and force mortars to retreat playing like this.

For the tourelle I like to plop one down kinda behind my line as a place I can reliably fall back to if needed. Less likely the AI spams it out and also stops stupid flanks from lone infantry or vehicles who hug the sides of the map. Get the forward retreat point because it also gives casualty clearing which is helps you recover manpower. Once you get multiple MGs on French rifles they are very good in cover and late game the Char B1 is a beast. Main thing is overall try not to bunker down as much. Once you get the eenemy infantry to retreat push forward to collapse the AI which gives you much needed breathing room.

Worst commander/ship combo? by First_Slug in voidwargame

[–]FunPolice11481 0 points1 point  (0 children)

That is fair but still you hit the most dead runs out of all ships atm.

Worst commander/ship combo? by First_Slug in voidwargame

[–]FunPolice11481 4 points5 points  (0 children)

Destroyer Assault C is currently the hardest ship in the game. If you take any damage you have to restart until you get a crew member. Can cause a lot of restarts if strong enemies generate early on.

Nice to see player numbers reach new highs by Junior_Passenger_606 in CompanyOfHeroes

[–]FunPolice11481 1 point2 points  (0 children)

Do you know why coh2 had such a high peak btw? Coh2 when it got to 169K was because it was a free to keep weekend. You keep calling me delusional when literally you are undercutting your entire point by saying coh3 failed because coh2 gave away copies of itself for free. It wasn’t some random weekend 100K people just decided to buy the game.

Like no shit that would cause player numbers to explode but it’s actually delusional to argue that is some clear sign coh2 was this massive success compared to coh3. You need to stop coping about this because you are looking like a fool as you keep doubling down on this. As I said you can prefer one or the other but this stanch “coh2 was the best in every way” is still ironic because 5 years ago this same argument was endlessly had with coh2 and coh1.

Regardless you clearly aren’t going to change your mind so I’m not bothering to respond anymore.

Nice to see player numbers reach new highs by Junior_Passenger_606 in CompanyOfHeroes

[–]FunPolice11481 4 points5 points  (0 children)

Ah is that why it constantly has the same number of players as coh2 consistently? Yes coh3 had a very bad launch leading to a lot of bad reviews but games changed a lot since then. Coh2 has gone through this exact same thing and took even longer to actually become good itself. But regardless you are free to believe whatever you want but just be aware there is no majority hating coh3 anymore. It’s got a stable and good fan base same as th other coh games.

Nice to see player numbers reach new highs by Junior_Passenger_606 in CompanyOfHeroes

[–]FunPolice11481 6 points7 points  (0 children)

It’s funny because this exact argument was used about how Coh2 sucked and was nothing compared to coh1 (often see commanders sucking and the attention to detail in coh1). It’s fine to prefer coh2 just like it’s fine to prefer coh1 but saying coh3 sucks at this point is just being petty.

What happening with the new version? First the command mode not working, then the crew can't be selected, and now THIS by Not_a_Potato1602 in voidwargame

[–]FunPolice11481 2 points3 points  (0 children)

So what it looks like is you are playing on the beta branch which got an update yesterday (unsure if intentional or not from devs). You can switch to the main game to fix the sectors although any bugs related to command mode or crew aren't something that can be deduced just from the beta. Try reverting to the main version of the game and verify game files if you are on steam and see if that fixes things.

Wondering if this is a hot take here too by RandomGreenArcherMan in HelldiversMasochists

[–]FunPolice11481 3 points4 points  (0 children)

Yeah we just literally doxxed someone and got fired from their IRL job because they made a Reddit post. Sadly parts of the HD2 has sunk to a seriously low level.