Well Ucross did tell everyone to build the most ridiculous and unbalanced/powerful companies people could think of. Since afterall, if it works, people will use it in the alpha, even if it's just a major spam fest of 100 infantry squads.
That being said:
Axis Grenadier KompanieRemaining 1 / 310 / 70 / 0
#x Unit (Pop / MP / Mun / Fuel)
5x Grenadiers (15 / 950 / 0 / 0)
1x Officer (3 / 260 / 0 / 0)
1x MG42 HMG (2 / 240 / 30 / 0)
1x Upgrade: Panzershrek (0 / 0 / 125 / 0)
1x Sniper (2 / 360 / 30 / 0)
3x Upgrade: Grenades (0 / 0 / 45 / 0) w/4 max uses
1x StuG (5 / 800 / 0 / 150)
1x Pioneers (2 / 80 / 0 / 0)
Allied CompanyRemaining 1 / 110 / 100 / 10
#x Unit (Pop / MP / Mun / Fuel)
1x M10 Tank Destroyer (4 / 800 / 0 / 140)
2x Engineers (4 / 220 / 0 / 0)
1x Rangers (3 / 220 / 70 / 0)
1x .30 Cal HMG (2 / 210 / 20 / 0)
1x Mortar (2 / 390 / 60 / 0)
7x Riflemen (14 / 1050 / 0 / 0)
2x Upgrade: Grenades (0 / 0 / 50 / 0) w/4 max uses
Oh and I heavily support Forefall on:
These ammunition limits are too minimal to really test the game imo. More resources, especially fuel and munition, should be added to really test the system and balance. Also, snipers should cost more munitions imo, primarily due to the difficulty in countering them with a set unit composition.
It's great fun to test all of these out, but to really know unit balance we gotta nudge up the resources to a higher amount so that we can get an idea on how most matches in EiR will really run. (And I think it's safe to say, most matches will have way more resources bound to them.)
Final notes:
- Say I want to have one grenadier squad with lmg, grenades & a panzerschreck, how will the system know? Or if I want to spread these 3 weapons across 3 squads?
- Why do allied grenades have 25 munitions per use while axis have 15? Is this a bug?