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Author Topic: Create a Company!  (Read 15122 times)
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fldash Offline
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Posts: 9755


« on: February 20, 2007, 08:20:42 am »

Using only 30 population cap, 3000 manpower, 300 munitions, and 150 fuel, create a company.  Remember to adhere to the doctrine rules, for example you can't have Rangers and Airborne since they are apart of two different companies.  Do not worry about doctrine abilities. A few examples are posted at the bottom.

Special thanks to Rez for the attached spreadsheet which will make creating your company a breeze!

Allies:

The following consume 2 population cap each:
Engineers: 110 MP
Riflemen: 150 MP
Jeep: 160 MP, 5 Fuel
.30 Cal HMG: 210 MP, 20 Mun
Mortar: 310 MP, 40 Mun
Sniper: 360 MP, 30 Mun

The following consume 3 population cap each:
57mm AT Gun: 550 MP, 50 Mun
Rangers: 220 MP, 80 Mun  (Infantry Division Only)
Airborne: 290 MP (Airborne Division Only)
Airborne 57mm AT: 650 MP, 50 Mun (Airborne Division Only)

The following consume 4 population cap each:
Halftrack: 650 MP 50 Fuel
M8: 550 MP  30 Fuel
M10: 800 MP 110 Fuel

The following consume 5 population cap each:
Sherman: 1200 MP  200 Fuel
Crocodile: 900 MP 350 Fuel, 50 Mun
Calliope: 600 MP 250 Fuel, 500 Mun (Armor Division Only)

The following consume 6 population cap each:
Pershing: 1700 MP  400 Fuel (Armor Division Only)
Howitzer: 1400 MP 300 FUel (Infantry Division Only)

Add ons, per squad: (cost is the amount to outfit the squad, usage is in-game cost)
Wire Snippers:  10 Mun cost (Engineer)
Mine Sweeper: 20 Ammo cost (Engineer)
Demolitions:  40 Mun cost, 65 Mun usage (Engineer)
Flamethrower:  30 Mun cost (Engineer)
Mines: 25 Mun usage (Engineer)
Bunker: 100 Mun (Infantry Division Only)
Medic Station: 100 Mun (Infantry Division Only)
Grenades: 25 Mun cost, 25 Mun usage (Various)
Stickies: 70 Mun cost, 35 Mun usage (Riflemen)
BAR: 50 Mun cost, 50 Mun use (Riflemen)
AP HMG Rounds: 70 Mun usage
SMG: 75 Mun cost (Infantry Division Only) (Rangers)
Recoiless Rifles: 220 Mun cost (Airborne Division Only) (Airborne)
Satchel Charge: 40 Mun cost, 60 Mun usage (Airborne Division Only)
Quad Upgrade: 100 Mun cost
M8 Armor Skirts: 50 Mun cost
M8 Machine Gun: 50 Mun cost
M8 Mines: 40 Mun usage
AP AT Rounds: 90 Mun usage
Sherman Gun Upgrade: 200 Mun cost
Sherman MG Mount: 100 Mun cost
Sherman Smoke Upgrade: 40 Mun cost, 80 Mun usage
Sherman Crab Flail: 100 Mun cost
Crocodile Bulldozer Upgrade: 50 Mun cost


Axis:

The following consume 2 population cap each:
Pioneers: 80 MP
Volks: 130 MP
MotorBike: 120 MP, 5 Fuel
MG42 HMG: 240 MP, 30 Mun
Mortar: 310 MP, 40 Mun
Sniper: 360MP, 30 Mun

The following consume 3 population cap each:
PAK38 AT Gun: 420 MP, 50 Mun
Grenadiers: 190 MP
StormTruppen: 240 MP (Blitz Division Only)
KCH: 280 MP, 100 Mun
Officer: 260 MP (Defensive Division Only)

The following consume 4 population cap each:
Halftrack: 500 MP  30 Fuel
Puma: 600 MP  50 Fuel
Nebelwerfer: 1000 MP  120Fuel
Stuh: 700 MP, 90 Fuel (Blitz Division Only)

The following consume 5 population cap each:
Stug: 800 MP  110 Fuel
Panzer: 1100 MP  180  Fuel
Ostwind:  800 MP 240 Fuel

The following consume 6 population cap each:
Panther: 1700 MP 370 Fuel
Tiger: 2200 MP 450 Fuel  (Blitz Division Only)
Tiger Ace: 3000 MP 700 Fuel  (Terror Division Only)
Flak 88: 900 MP 150 Fuel (Defensive Division Only)

Add ons, per squad: (cost is the amount to outfit the squad, usage is in-game cost)
Wire Snippers:  10 Mun cost
Mine Sweeper: 20 Ammo cost (Engineer)
Demolitions:  40 Mun cost, 65 Mun usage
Flamethrower:  30 Mun cost
Mines: 25 Mun usage
Bunker: 50 Mun
Bunker Install MG: 50 Mun (Defensive Division Only)
Bunker Install Med: 50 Mun (Defensive Division Only)
Bunker Install Repair: 50 Mun (Terror and Blitz Division Only)
Grenades: 15 Mun cost, 15 Mun usage
Assault Grenades: 35 Mun cost, 35 Mun usage  (Blitz Division Only)
Panzerfaust: 10 Mun cost, 50 Mun usage
MP40: 50 Mun cost
Grenadier LMG: 125 Mun cost
Sturmtroopen MP44: 80 Mun cost  (Blitz Division Only)
Sturmtroopen Bundled Grenades: 35 Mun cost (Blitz Division Only)
Panzershrek: 175 Mun cost
Officer Rout: 45 Mun cost, 40 Mun usage (Defensive Division Only)
Officer Bombardment: 45 Mun cost, 55 Mun usage (Defensive Division Only)
Goliath: 50 MP, 150 Mun
Halftrack flawenwerfer: 100 Mun cost, 30 Fuel cost
Walking Stuka: 500 Mun cost, 250 Fuel cost  (Defensive Division Only)
Puma Upgraded Gun: 160 Mun cost

Examples:

Armor Company
1 Engineer - Flamethrower: 110 MP, 30 Mun
3 Riflemen - Basic: 450 MP
1 Riflemen - BAR, Grenades: 150 MP, 75 Mun
1 M8 - 550 MP, 30 Fuel
1 M10 - 800 MP, 110 Fuel
1 HMG - 210 MP, 20 Mun
1 Mortar - 310 MP, 40 Mun
2 Jeeps - 320 MP, 10 Fuel

135 Munitions left for abilities
100 MP left for reinforcements (but unusable because I don't have a halftrack)
27 POP Cap Used

Remember, all upgrades are squad-based.  There are NO universal upgrades.  Engineers/Pioneers will be needed to build structures (bunkers, medic station, etc).

EDIT: Create as many companies as you want of as many doctrines!  There's a good chance these will be used in an upcoming play test of the battles.

[attachment deleted by admin]
« Last Edit: February 24, 2007, 11:43:43 am by fldash » Logged
Rez Offline
EIR Regular
Posts: 19


« Reply #1 on: February 20, 2007, 11:36:53 am »

I threw together a sheet to quickly create Companies in Excel.  So far I only have the Allies entered in, but if anybody is interested I can post the spreadsheet once the Axis is in there, too.

As a quick test of the sheet here's a quick example I threw together:

-=Allied Infantry Coy=-

#x Unit (Pop/MP/Mun/Fuel)
---------------------------
3x Riflemen  (6/450/0/0)
1x Upgrade: BAR  (0/0/50/0)
1x .30 Cal HMG  (2/210/20/0)
1x Engineers  (2/110/0/0)
2x 57mm AT Gun  (6/1100/100/0)
1x Halftrack  (4/650/0/50)
1x Sniper  (2/360/30/0)
1x Upgrade: Medic Station  (0/0/100/0)

Remaining  8 / 120 / 0 / 100

This force would be very defensive, with the riflemen dug in, supported by the MG and ATGs.  The sniper acts as forward recon to boost the ATG range and to allow them to get into position before armor arrives.  The halftrack is there to help replenish this infantry-heavy force (120 leftover MP for this purpose), and the med station will hopefully bring additional troops onto the field as the rifles take casualties (in practice, this force may be too small to make the med station worthwhile, but since it only costs munitions, it's an interesing way to trade munitions for MP in form of riflemen).  The engineer's sole purpose is to set up defensive structures (sandbags, etc.) and to repair as necessary.

One quick question I had was: which upgrades must be purchased more than once?  For example, I assumed that the BAR upgrade affects all riflemen, but based on your example, it does not and must be purchased separately per rifle squad.  For things like Panzershreks and recoilless rifles do we have to pay for each weapon, or just once per squad?
« Last Edit: February 20, 2007, 11:40:51 am by Rez » Logged
Ucross Offline
Honoured Member
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Posts: 5732


« Reply #2 on: February 20, 2007, 11:45:59 am »

All upgrades are for one squad only.  No upgrades are universal.  

To build structures you MAY need engineers/pioneers - this is most likely but not 100% confirmed yet.

BTW: excellent selection of troops, those are exactly the types of ideas that players will need to be successful in EiR.

Here would be my team.  Simple, and capable of offense and defense.

8 Riflemen 1200MP
1 Jeep 160MP, 5F
1 HMG 420MP, 20Munition
Mortar 620MP, 40Munition
3 Rangers 660MP, 240Munitions
« Last Edit: February 20, 2007, 12:54:31 pm by Ucross » Logged
SturmHaubitze Offline
EIR Veteran
Posts: 112


« Reply #3 on: February 20, 2007, 03:48:32 pm »

SturmHaubitze makes a good point.

Well my post got deleted... or for some reason I can't see it, but it was off-topic.

On a side note, has anyone ever played Flames of War (a WW2 miniatures game)?  Figuring out what units to put in your Coy is what I enjoy most. Smiley

I do, I collect a MW/LW Grenadier force. It's also the inspiration behind a lot of the rebalancing going into Fortress Europe.

Anyways, here's my force.

1   StuH42
3   Grenadiers
1   Upgrade: Grenadier LMG
1   Sniper
2   Pioneers
2   Motorbike
2   PaK38 AT Gun

Basic idea is to use the StuH 42 to blast through any roadblocks of HMGs, while the PaK38's deal with anything heavier than the StuH 42 can handle. Otherwise the Grenadiers and Sniper deal with any infantry, and the motorbikes zip around and scout what's ahead, and eliminate any enemy snipers or harass enemy weapon teams. I didn't see a minesweeper upgrade, otherwise I would've gotten one for the pioneers. Wire snippers didn't seem necessary with the StuH 42 and PaK38's around.

Option #2 involves dropping the PaK38's, since armour with 150 fuel is pretty unlikely. Instead, forget balance and go extreme with the troops and options.

1   StuH42
6   Grenadiers
1   Upgrade: Panzershrek
2   Pioneers
1   Halftrack
1   Upgrade: Halftrack Flamenwerfer

So lots of Grenadiers, and spare 500 Manpower for reinforcing with the Halftrack if needed. They'll all have to share the single Panzerschreck, which will be rather silly, but at least 24 Grenadiers have some staying power. The Flammenwerfer halftrack can help roast any troublesome threats, and the pioneers will just be repairing.
« Last Edit: February 20, 2007, 03:55:52 pm by SturmHaubitze » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #4 on: February 21, 2007, 04:27:40 am »

Yes, the resources will be transferred right back into your resource pool at the end of the battle.
(Although theres a possibility that if you have lost the battle, you might lose some of the resources you have left at the end of this battle.)

There is no HQ or forward HQ, so reinforcing only happens with the halftrack.
With the exception of the defensive doctrine, who will be capable of reinforcing from bunkers aswell.

Yes, the panzerschreck might seem a bit expensive, but it's by far better than the allied bazooka the rangers get. (And you automatically pay for 2 bazookas with the rangers, while with the panzerschrecks you can still decide on buying just one.)


Heres my force:
---------------
1   M10 Tank Destroyer
1   Engineers
8       Riflemen
1   .30 Cal HMG
1   Upgrade: Grenades
1   Upgrade: BAR
1   Upgrade: Medic Station
1   Sniper
1       Jeep
------------------
The M10 will simply eat any STUG that bothers and can serve as a great way of taking out opposing MGs.
Rest is simple logic Smiley.
(I'll have 75 munitions left, should do for 3 grenades anyway.)

« Last Edit: February 21, 2007, 04:36:00 am by Unkn0wn » Logged
Apex Offline
Honoured Member
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Posts: 2971


« Reply #5 on: February 21, 2007, 04:37:14 am »

Okay here we go.

1 Knights Cross Holders
1 Stug
2 Grenadiers
2 Mortars
2 Pioneers
   - 2 Flamethrowers
2 MG42 HMG
2 Motorbikes
2 Bunkers

Come on you should be able to field at least 2 Panzershreks,
makem 150 and that way there wont be any other ammunition costing units bothering u.
Nevertheless im gonna stay with my Stug.
« Last Edit: February 21, 2007, 05:48:36 am by APEX » Logged
fldash Offline
Founder
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Posts: 9755


« Reply #6 on: February 21, 2007, 09:40:35 am »

We need more, come on, don't be shy.  Wink  You can make as many as you want...

Decent infantry force, light anti-tank.  No real ability to clear garrisoned units other than the Stug and the one flame Pioneer unit or using infantry to flank.  Decent staying power with 170 MP reinforcements.

Remaining  2 / 170 / 0 / 10
#x Unit (Pop / MP / Mun / Fuel)
3x Volksgrenadiers  (6 / 390 / 0 / 0)
3x Upgrade: MP40  (0 / 0 / 150 / 0)
1x Upgrade: Grenades  (0 / 0 / 15 / 0) with 3 uses.
2x Knight's Cross Holders  (6 / 560 / 0 / 0)
1x PaK38 AT Gun  (3 / 420 / 50 / 0)
1x StuG  (5 / 800 / 0 / 110)
2x Pioneers  (4 / 160 / 0 / 0)
1x Upgrade: Flamethrower  (0 / 0 / 30 / 0)
1x Upgrade: Wire Snippers  (0 / 0 / 10 / 0)
1x Halftrack  (4 / 500 / 0 / 30)
« Last Edit: February 21, 2007, 09:42:52 am by fldash » Logged
SturmHaubitze Offline
EIR Veteran
Posts: 112


« Reply #7 on: February 21, 2007, 10:39:26 am »

Oddball Axis Company:

2   Puma
2   PaK38 AT Gun
3   MG42 HMG
2   Pioneers

The PaK38s and HMGs set up behind sandbag walls placed by the Pioneers, each covering each other to stop both infantry and vehicle attacks. The two Pumas drive out and scout the enemy, or harass and kill infantry and gun teams from their flanks. If they get damaged, they return and get repairs from the Pioneers. If the enemy doesn't attack, the Pumas scout a safe route for the gun teams to advance along, and guard them while on the move. This company lives and dies by good reconnaissance from the Pumas, since it can be flanked so easily and wiped out.


Fanatical Sturmtruppe with Assault Gun back-up

1   StuG
7   Sturmtruppen
3   Upgrade: Assault Grenades
2   Pioneers

This one has a very simple, but probably very effective, tactic. The Stormtroopers are solely there to eliminate any infantry-based AT that the enemies have. This means any antitank guns or rocket-wielding troops are their only target. For this purpose 3 of them have the Assault Grenade ability, so that they can ignore pinning from BARs and HMGs, and run up to wipe out these teams. If all the Stormtroopers die after their job is done, it won't matter. This leaves the StuG free to wipe out everything else with impunity. The Pioneers are just there to repair the StuG in case the enemy has an M10 (The only thing that might cause problems). If the Stormtroopers survive the removal of the enemy's AT, they can help the StuG mop up against what's left.
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Rez Offline
EIR Regular
Posts: 19


« Reply #8 on: February 21, 2007, 02:09:01 pm »

I really like your Fanatical Sturmtruppe coy, SturmHaubitze, just for the fun factor such a force would have.

Trying to thinking outside the box I came up with this:


Remaining  4 / 40 / 15 / 25
#x Unit (Pop / MP / Mun / Fuel)
1x Nebelwerfer  (4 / 1000 / 0 / 120)
2x Grenadiers  (6 / 380 / 0 / 0)
2x PaK38 AT Gun  (6 / 840 / 100 / 0)
1x Knight's Cross Holders  (3 / 280 / 0 / 0)
1x Officer  (3 / 260 / 0 / 0)
1x Upgrade: Officer Rout  (0 / 0 / 45 / 0) w/2 uses
1x Motorbike  (2 / 120 / 0 / 5)
1x Pioneers  (2 / 80 / 0 / 0)
1x Upgrade: Flamethrower  (0 / 0 / 30 / 0)


The plan: PaKs lie in ambush, Grenadiers act as bait.  When the enemy approaches with combined arms, the Officer routs the infantry.  Nebel should already be in position to bombard the enemy retreat point, getting some free kills and robbing the enemy armor of support while the PaKs open up.  Pioneer and KCH clean up the infantry after armour's dead.

It's not a very solid force, to be sure, and requires a lot to go right in order to win, but when it works it should be fun.

I've updated the spreadsheet, adding the "w/2 uses" bit to the Summary (thanks for the idea, Fldash).

[attachment deleted by admin]
« Last Edit: February 23, 2007, 01:11:38 pm by Rez » Logged
SturmHaubitze Offline
EIR Veteran
Posts: 112


« Reply #9 on: February 21, 2007, 03:18:32 pm »

7   Riflemen
2   57mm AT Gun
1   Engineers
1   Halftrack
1   Upgrade: Quad Upgrade

Fairly self-explanatory. The M1 57mm's are the only anti-tank, while the Riflemen protect the anti-tank guns and provide the bulk of the firepower. The engineers are just around to repair the Halftrack, which reinforces the Riflemen and mows down enemies that get too close. Once all armour and anti-armour threats are removed, the Halftrack mops up everything else with impunity.
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Raddish Offline
The one who wasnt what was
EIR Veteran
Posts: 193


« Reply #10 on: February 21, 2007, 04:52:39 pm »

Airborne company
1 Airborne Squad with recoilless rifles : 290mp 220mu 3 pop
4 Airborne Squads : 1160mp 12 pop
1 .30 Cal HMG Team : 210mp 20mu 2 pop
1 Airborne 57mm AT Gun : 650mp 50mu 3 pop
1 M8 Greyhound : 550mp 30f 4 pop

No specific goal for this and it would probably die at first contact with the enemy but oh well.
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trafalgar Offline
EIR Regular
Posts: 3


« Reply #11 on: February 21, 2007, 08:26:46 pm »

Well my company is meant to work with anyone that has armored forces (don't have enough fuel for tanks  Cry) Well here's my company for allies.

3 M3 Halftracks /12/1950/150
7Riflemen /14/1050/N/A

Well that leaves me to mess around with my munitions.
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Harry Palms Offline
EIR Veteran
Posts: 129


« Reply #12 on: February 22, 2007, 05:08:21 pm »

Here's a heavy airborne company for insertion on enemy panzer flanks:

3 Airborne infantry squads
2 Airborne 57mm AT
3 .30 Cal HMG
1 Jeep

Basically the infantry and .30 cal squads are support for the AT guns. Jeep scouts for snipers.
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Wilson Offline
EIR Regular
Posts: 27


« Reply #13 on: February 23, 2007, 05:10:28 am »

Here's my idea, probably a defensive company, but it doesn't really matter. Volks are cheap, so get lots of them and outnumber any enemy, because they don't fight that bad. Pak38 and Stug deal with enemy armour, halftrack reinforces, and grenadiers are probably a reserve.

Volks x5      PC:10 MP:650
PAK38 AT    PC:3 MP:420 M:50
Stug          PC:4 MP:800 F:110
Halftrack      PC:4 MP:500 F:30
Grenadiersx2    PC:9 MP:380
Panzershrekx1   M:175

PC:30 MP:2750 M:225 F:140

Edit - I did have some cost/balance discussion, but I've moved it to the appropriate thread.

« Last Edit: February 23, 2007, 06:31:41 am by Wilson » Logged
Rez Offline
EIR Regular
Posts: 19


« Reply #14 on: February 23, 2007, 08:29:22 am »

Here's an attempt at a very sneaky anti-infantry force:

Remaining  0 / 160 / 75 / 15
#x Unit (Pop / MP / Mun / Fuel)
3x Motorbike  (6 / 360 / 0 / 15)
1x StuH42  (4 / 700 / 0 / 90)
4x Sturmtruppen  (12 / 960 / 0 / 0)
2x Upgrade: Sturmtruppen MP44  (0 / 0 / 160 / 0)
1x Upgrade: Assault Grenades  (0 / 0 / 35 / 0)
1x Halftrack  (4 / 500 / 0 / 30)
1x MG42 HMG  (2 / 240 / 30 / 0)
1x Pioneers  (2 / 80 / 0 / 0)
1x Upgrade: Mines  (0 / 0 / 0 / 0)

Given that armor at this point level will be rare, I have foregone any true AT assets.  The StuH42 can act as AT in a pinch, but really excels at killing infantry with HE rounds.  Good use of the bikes to scout is vital, as it will let you know very quickly what the enemy has and where they are headed.  Since the only worry for this company is armour, you must know ahead of time where it is headed so you can position the StuH.

The leftover 75 Mun is reserved for laying mines (scouting will tell you where to place the 3 mines you can afford) or for 2 grenade assaults.  The bulk of the force is 2 squads of StG44-carrying Sturmtruppen, and 2 squads of regular Sturmtruppen.  With their stealth ability you can walk up to enemy infantry and mow them down before they know what hit them.  Garrisoned infantry is no match for the StuH and infantry caught in the open is easily suppressed by the MG42.

160 MP is left over for reinforcing if necessary (though I doubt you'd have any casualties if you micro your stealthed units well!).

I think this is the first force I'll be trying out. Smiley
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Dasfubar Offline
EIR Regular
Posts: 49


« Reply #15 on: February 23, 2007, 06:24:27 pm »

Well, I've been thinking I'd like something like this:
3 Rangers
3 Rifles
1 AT gun
2 M8's
2 Engineers

Resources remaining: 20mp, 10mun, 90f

This would be a lighter group but the rangers and AT should take care of early armour while the m8's and rifles assault the infantry and engies repair the m8's if nessesary.

-this mod looks like it will be amazing, cant wait for it to come out-
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fldash Offline
Founder
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Posts: 9755


« Reply #16 on: February 24, 2007, 12:02:15 am »

Update with Crab Flail and Mine Sweeper costs.  Bulldozer costs coming soon.
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ConquestSavior Offline
EIR Regular
Posts: 4


« Reply #17 on: February 25, 2007, 06:26:31 pm »

Thought I'd have a go at this. 

First Idea: A Defense Oriented Company
Assuming that Volksgrenadiers will still be able to construct sandbags and barbed wire, then I believe this will be a very powerful defensive force.  I seem to remember reading that defensive actions in this mod would be given a few minutes setup time on map; if true, then this group would be even more powerful.  The basic plan with this company is to set up a defensive line of sandbags in multiple layers with a bunker as the centerpiece.  Volks teams in front, MGs behind (1 in the bunker).  Pak38s in the rear with the MP40 volks team in reserve.  The Stromtroopers would be camo'ed forward of the line to spot incoming Armor or Troops; if no Tanks are present then they could hopefully fall back to the line before being discovered.  The halftrack is there for reinforcing, 100 manpower available, and engineers could be loaded into the halftrack to enable its MG or repair it.  If a MG team or Pak38 crew were killed, the Volksgrenadiers could reman the weapons and reinforce the squad from the halftrack.  If any part of the line was weakened or looked as if it would be overrun, the reserve Volks team with MP40s could rush in to the fray.  As with any defensive operation, the only weakness I can see to this would be clustering the defenses up too much and getting wiped out by some good artillery hits.  I can also see sniper/mortar harrassment hurting this company, as they would not have a very effective counter.

2x PAK38 AT Gun
3x MG42 HMG
4x Volks (1 equipped with MP40s)
1x StormTruppen
1x Halftrack
1x Pioneer
1x Bunker

Resources Used:
29 Pop Cap, 2900 Manpower, 290 Munitions, 30 Fuel
Resources Available:
100 Manpower, 10 Munitions


Second Idea: Assault Company
The idea with this company is pretty straightforward:  Load up the Grenadiers in the Halftracks, mount a frontal assault.  Stuh42 targets defensive positions, Halftracks attempt to rush past the initial defenses to unload their cargo.  Once the Grenadiers are out, half of them start chunking grenades.  What could make this assault very effective: Sneaking the 2 Stormtrooper squads around and using bundled grenades to knock out AT positions as the frontal assault begins.  This company has zero effectiveness against Armor, I would love to outfit 2 of the Grenadier squads with a Panzerschrek each, but they're just too expensive.

1x Stuh42
2x Halftrack
4x Grenadiers (2 equipped with Assault Grenades)
2x StormTruppen (Both equipped with Bundled Grenades)

Resources Used:
30 Pop Cap, 2940 Manpower, 140 Munitions, 150 Fuel
Resources Available:
60 Manpower, 160 Munitions
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SturmHaubitze Offline
EIR Veteran
Posts: 112


« Reply #18 on: February 25, 2007, 06:55:53 pm »

BTW, if you're going to be using the existing costs for now, you may want to increase the StuH 42's cost to that of the StuG IV. The recent patch made it far better against infantry, while the StuG IV was made far worse. Considering that the majority of these companies are infantry, the StuH 42 really really shines, while the StuG IV just sits there missing over and over again.
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Ucross Offline
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Posts: 5732


« Reply #19 on: February 25, 2007, 07:11:13 pm »

The stug is still better than the stuh significantly, if only for the fact that it does decent damage to armor.
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