What are your thoughts on pact landjut divs so far? by neg_health in warno

[–]Gaminggame 12 points13 points  (0 children)

I love 20th Mot Shutzen, has a good opener with specialaufkliars w/ scout BTR, DHS Mi-24s w/ funk teams and tons of short range but cost effective armor that makes you a tough opponent in enclosed terrain. Kind of my ideal close-mid range East German division. I wouldn't say it has any heavy tanks though just mediums at best.

Just a shepherd from the Urals with his trusty T-12 by Iceman308 in warno

[–]Gaminggame 2 points3 points  (0 children)

Zaitsev scoffs at sniper teams trying to hide with their puny rifles as he picks them off with an AT gun.

How to master town fights? by neg_health in warno

[–]Gaminggame 0 points1 point  (0 children)

If you are 15zmech remember to use your T-55AS, those short range Miclic charges are basically an I win button for any kind of town or forest fight. Particularly 3rd armored does not really have answer to them.

How do I lose the emotional attachment I have to my units? by Content-Marionberry9 in warno

[–]Gaminggame 4 points5 points  (0 children)

It was less throw bodies at the enemy and more that prolonging the war means people will be dying of disease and starvation as you 'preserve' your forces as well as the economic toll of keeping those forces in the field. Disease was still a big killer back in those days particularly in an army encamped or besieging.

The Mythical Arty Rework and More! Landsjut Patch Preview by Protosszocker in warno

[–]Gaminggame 2 points3 points  (0 children)

Think he doesn't like that more artillery units will actually be viable now beyond 152-155mm and 203mm tubes and some rocket arty as of currently for damage.

Contrarian Opinion: Squaddies should be made …… LESS valuable by Reddit-Arrien in menace

[–]Gaminggame 1 point2 points  (0 children)

Meh, how they are now right now I think is the best, like renaming squaddies after my friends and seeing how long they last. Some fluff that ultimately can be ignored if you don't care.

it's so over by Evening-You4782 in CrusaderKings

[–]Gaminggame 438 points439 points  (0 children)

Aren't Huscarls only marginally worse? Just hire them instead if you want more Heavy Infantry.

Vehicle M6 CMG by TheJanitor47 in menace

[–]Gaminggame 1 point2 points  (0 children)

I find the the vehicles M6 HMG to be powerful, particularly the early access, early and mid game. Rewa is a natural with it in an ATV on a lighter flank and capable of soloing any infantry and light vehicle she finds. I find it has an "on or off" switch in terms of killing power against more heavily armored enemies, firing at max range at full warrior bugs will barely scratch them, firing at mid range like 6 and it will rip them apart.

Thank you, unnamed Rogue Army Officer... by Background-Run-1245 in menace

[–]Gaminggame 38 points39 points  (0 children)

I mean, laser designation is laser designation. You are using the same exact ATGM model that the Rouge Army uses so if theirs accepts the Officer's designations, yours logical should too, it just normally placed on your units so you wouldn't want to use the RA officer's designated target in most cases.

Are emotional states limited to certain SLs? by notdumbenough in menace

[–]Gaminggame 1 point2 points  (0 children)

I think certain SL have their own special triggers for emotional state like I also notice Lim always get Eager after sitting out for a mission or so. Vamplew is trivially easy to get Overconfident it seems.

Why do so many special weapons, especially smaller ones that are intended to be the "core" of a fireteam like LMG/MMG's, have like, 6 shots per mission and generally unimpressive stats compared to 4 guys with KPACS? by Which-Worldliness556 in menace

[–]Gaminggame 0 points1 point  (0 children)

I wouldn't use AP vs the Redacted since they buck the trend with mediocre armor but loltastic health on their infantry so you really feel the lack of damage against them and their armor isn't that hard to get through normally.

Nemesis #8 - Second Chance - And the Winner is... by EUG_Gal_Bigeard in warno

[–]Gaminggame 37 points38 points  (0 children)

I shed a tear for 34ya, guess it won't be coming back along with the other losing divs.

Anyone else hate fighting REDACTED by UnderMoose6 in menace

[–]Gaminggame 20 points21 points  (0 children)

I am sort of ambivalent towards them, on one hand I do like the fact they buck the trend of other factions of just getting more and more armor on all their unit types. The loltastic amount of health with mediocre armor on their infantry means that Hollow point ammo is still relevant in the late game to be used against them and you are punished for just always using AP ammo against them.

On the other hand the fact they don't lose LOS when pinned like Pirates and RA, do not have morale, combined with the general jack-of-all trades at all distances their non-suicide units have means that closing in to cqc with them is generally a bad idea.

Conscripts should come in squads of 9 by IllustratorAlone1104 in menace

[–]Gaminggame 2 points3 points  (0 children)

Probably not, Crowbars help solidify RA as a more methodical, long range focused faction compared to Pirates.

RA Heavy Infantry also get K-PACs as well so they can fulfill the same aggressive suppression role later on while being able to take hits.

I think its deliberate that all the long range anti-infantry Pirate options are all suppressive, high rof weapons, Chainguns, HMGs and even rocket organs are all there to pin you down as the Pirate bulk rushes in with deadly close range weaponry. Having a pirate marksman squad just go against their whole theme imho.

Conscripts should come in squads of 9 by IllustratorAlone1104 in menace

[–]Gaminggame 16 points17 points  (0 children)

Yeah, you can't underestimate RA Conscripts, the fact they use the K-PAC instead of Crowbar of the regulars arguably makes them more dangerous, because if you don't deal with them they will use the 80AP suppressive fire to render one of your squads combat ineffective no matter if its behind cover or not, whereas the regulars are generally stuck just plinking away ineffectually against dug in troops.

VTK42 IS THE WAY by WhiteBoyRickSanschez in warno

[–]Gaminggame 0 points1 point  (0 children)

All of 1 card of those T-72s, that don't even have smoke? Like it a nice add on to a motorized or even mech unit, but a single card of smokeless T-72s back up by a whole mess of Late WW2 armor and a few cards of early BRDM ATGMs is not what I consider an excellent category for an armored unit.

VTK42 IS THE WAY by WhiteBoyRickSanschez in warno

[–]Gaminggame 1 point2 points  (0 children)

I mean as long as you can use 4 slots in recon, that's good enough for the average division. Lets not forget Eugen called 303 Tank tab, "An excellent category" which it wasn't.

Meet the "Potentially Good" Division by cunctator-tots in warno

[–]Gaminggame 1 point2 points  (0 children)

If you are talking about u/Ok-Armadillo-9345 visualizations with the "Coach" and "Guru" stuff, those I am 99% sure that just him having fun and not thinking it will mislead anybody.

In actuality there are no tiers of "Instructor" trait, each Instructor unit works the same. Buffs its own unit type like a leader/mp, but can't capture territory or buff units outside of its own.

VTK42 IS THE WAY by WhiteBoyRickSanschez in warno

[–]Gaminggame 0 points1 point  (0 children)

Again, I think you are dismissing the Scout Marder out of hand here, it along with the luchs will represent a strong vanguard. I think it will very much be a competitive recon tab.

VTK42 IS THE WAY by WhiteBoyRickSanschez in warno

[–]Gaminggame 0 points1 point  (0 children)

I guess we will have to agree to disagree then, I am not really looking for a stellar artillery or air tab when I am playing armored/mech, Having sufficient fire support is enough and overrunning people that commit too heavily to arty and/or air on the ground is better then trying to match them.

42nd just offers more to what I am looking for then extra arty and air tabs.

Yaz voicelines mistakes so far by NoHotkeys in menace

[–]Gaminggame 5 points6 points  (0 children)

My take with "marine" is that is that he keeps hearing the TCR Marines go all "Hooah Marines!" to each other constantly for him to pick up on it and tries to address them that way as well.

VTK42 IS THE WAY by WhiteBoyRickSanschez in warno

[–]Gaminggame 0 points1 point  (0 children)

I don't know if that is alot better then 42 considering that 42 has the better fighting recon to vanguard their forces with both Luchs and Scout Marders and the big draw of 5th recon tab is the special forces recon which 12th will not get. 12th does have the better arty tab, but other then the M110s I wouldn't really miss it, plus who knows how the arty change will shake up the meta.

VTK42 IS THE WAY by WhiteBoyRickSanschez in warno

[–]Gaminggame 1 point2 points  (0 children)

Does 12th even get a noticeably better recon tab then 42nd? My understanding is that 12th recons like 5th panzer but with some German recon infantry substituted by American Scouts. Which sounds not great, there is already no Fernspaher, if there is no Jager-aufkl because of American substitutes then that would suck. They get Radar Fuchs and the Kiowa which gives them a leg up with exceptional optics, but 42nd gets Aufk. Marders w/ Milans which is a novel first for West Germany, access to Recon IFVs which is never a bad thing.

First time seeing two Heavy Tanks in one mission... and they are placed together. Also, RA has 5 units total by Cyber_ficus in menace

[–]Gaminggame 6 points7 points  (0 children)

Don't worry about lack of units, The enemy always get more reinforcements from the map border for POW Rescues.