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Author Topic: Scotzmens Commando Coy  (Read 14887 times)
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Scotzmen Offline
EIR Veteran
Posts: 2035


« on: January 21, 2011, 05:36:21 am »

Thought i'd post this up here as its a balanced Company, focusing on hard hitting aussualts, and more commando squads then your team mate can handel.

As its pretty much kitted out with commandos, ive gone for the top tier 4 which is pretty damn good for your commando squads

As for the rest, ive gone middle tier 1 and 2nd tier 2. Smoke screen doc, i have no use for really. Scouting vehicals and sabotage are really usefull for this company build aswell.

As for doc unlocks ive gone support weps, recon run, commando gliders and commando sniper. All of these are needed to build this coy, with the exception of recon run.

Advantages:
2 manpower advantages (+800 MP)
3 munitions advantages (450 Munis)

Core:
1st Call-in: 2 Commandos squads, With stens and paits, a Commando Officer, Commando Mortar, and a 6 pounder (this will make the call-in deploy from your spawn.)
2nd: Commando Officer
3rd: Sniper
4th:Jeep
5th: Tommie squad with a Casualty clearing station

Assualt:
6 Commando squads, all with stens, all as separate call-ins, 6+6 pop is 12 and that really limits your diversity which you will need.

Infantry: 4 Commando squads with piats, again all in separate call-ins.

(yes i know some people shun all this separete call in shite but i prefer it)

Tanks: 2 Fireflys, with Tank commanders and reps. A Cromwell Command Tank. also in there are my vet 3 and vet 2 tetrarchs, my pride and joy  Cool

Arty: Another 4 tetrarchs(separate call ins so you should basically have 6)

Now you should have

135 manpower left and 135 fuel, and also you should have 120 munis left. I spent them on my vet 3 tet and got a little john adapter and reps, and the vet 2 i got reps on aswell.

EIR:R is all about team work, so you may have to relay on some additional AT support. Other then that, hit hard hit fast then run like hell.


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rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #1 on: January 21, 2011, 09:17:35 am »

Is it good for attrtion warfare?
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Does he have a problem?
Anyway he's hilarious.
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #2 on: January 21, 2011, 09:52:00 am »

Just 1 thing scotz.

1. We don't shun the seperate callin shit, you are actually screwing your team with it. Especially since anything below 8 pop will further lengthen your callin timer. So as an idea, put that jeep with you sniper (you should anyways) and have at least 10 pop callins to not gimp yourself.

Pretty much lets put it this way, while the rest of us hit our 20 second callin, you will be at your 40
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Yes that's me, the special snowflake.
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #3 on: January 21, 2011, 09:55:20 am »

Remember that EIRRMOD commented on this a while back. He said it didnt actually come with a penalty, just that the smaller sizes meant you went through them faster making the timer seeeem longer.

But yeah there's a unignorable effect with lots of smaller callins
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SlippedHerTheBigOne: and i have no repairkits
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #4 on: January 21, 2011, 09:58:12 am »

I have always had 1 unit call ins so..
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #5 on: January 21, 2011, 10:09:28 am »

Remember that EIRRMOD commented on this a while back. He said it didnt actually come with a penalty, just that the smaller sizes meant you went through them faster making the timer seeeem longer.

But yeah there's a unignorable effect with lots of smaller callins

what are you talking about? each extra call in simply adds 5 seconds. nothing seems to be anything. it simply is what it is.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #6 on: January 21, 2011, 10:51:04 am »

as others have said, i tried this, it doesnt matter if you have 6 pop callin or 15... the timer is the same as you go along.. as smokaz said, if you have more units per call in it doesnt seem as bad..   

i have my single rifle dudes as my only single unit callins under 8, they are there to recrew..
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #7 on: January 21, 2011, 01:04:06 pm »

As i understand it, its this way:

call in a 2 rifleman squad next callin is +5 seconds

Call in a 1 rifle squad + another 1 rifle squad the next callin will be + 10 seconds
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #8 on: January 21, 2011, 01:08:34 pm »

As i understand it, its this way:

call in a 2 rifleman squad next callin is +5 seconds

Call in a 1 rifle squad + another 1 rifle squad the next callin will be + 10 seconds

Spartan wins obvious explanation of the day!
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #9 on: January 21, 2011, 01:10:53 pm »

well it was so obvius that he needed to explane it  Roll Eyes
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #10 on: January 21, 2011, 01:11:48 pm »

So having good callin sizes is still preferable to the "pick whatever you want" if you want want to prevent callin time from increasing too fast. It becomes harder to have a good mix of AT and AI at the right time when you have callin times above 1 minute.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #11 on: January 21, 2011, 01:36:12 pm »

the timer really does hinder some type of playstyle i think, it doesnt allow for flexibiltiy on call ins.

at one time when using AB, i was told by another play, dont pull out a AB Bar and AB RR together, you should group them up.. but to me that was odd, because your pulling out all AI or All AT then, i thought my way was rather smart, pulling out some of each, not all.. ?
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Jodomar Offline
EIR Veteran
Posts: 734


« Reply #12 on: January 21, 2011, 02:39:11 pm »

Well, yes and no mgallun. I'm not afraid of 1 squad of RR's that i know my p4/puma/ist/tiger etc... could take on but with two i know that i'm going to take some dmg, if not die. You just want a good mix on the field but at least two forms of some kind of at on at once.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #13 on: January 21, 2011, 02:42:34 pm »

My explanation may have seemed obvious, but i was just clarifying that 1 unit callins are a hinderance.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #14 on: January 21, 2011, 02:43:24 pm »

Its ancient dogma to run RRs in pairs
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #15 on: January 21, 2011, 03:18:30 pm »

2 Units per call in (Or individual units above 7 - 8 pop), with the exception of your starting call in, makes for the most flexible company build without penalising you too much on call-in timers (like 1 squad call ins would)
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #16 on: January 21, 2011, 03:27:01 pm »

Doesnt this coy severly lack against infantry? What in the world can you do VS inf in this company?
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Hicks58 Offline
Development
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Posts: 5343



« Reply #17 on: January 21, 2011, 03:29:16 pm »

I'd assume that's what your sniper, officer, and 6 squad of Stenned commandos are for.

With a healing centre of some form, Commandos are actually quite hardy units... It's just using them in an engagement takes quite a bit out of them. That means if you have no form of healing... Sten Commandos are a one, maybe two trick pony.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #18 on: January 21, 2011, 04:26:22 pm »

That means if you have no form of healing... Sten Commandos are a one, maybe two trick pony.


Not even close, with an lt, and smart use of cover plus the T4, they can last as long as a squad of rangers. (and the put out a shit load more damage) And the Piat Mando's are nasty at a distance.


« Last Edit: January 21, 2011, 04:29:37 pm by Spartan_Marine88 » Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #19 on: January 21, 2011, 06:05:36 pm »

lol wut? calling 1 rifle + another single rifle callin doesnt add another 5 seconds. it all comes out at once. it will come out as fast as you can choose and click. much more flexible where you can apply direct counters on the battlefield. noobs .
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