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Pioneers are generally more expensive to run (both prestige & slots) than standard infantry in the beginning of the game. Early game I'll tend to use Wehr infantry without any organic transport. When I need to take a city I'll bring in multiple artillery units. Again, generally speaking I like to take damage with the Wehr as they'll level up (experience wise) quickly and therefore take less damage once I upgrade them to a pioneer about the time SdKfz transports become available. If I'm swimming in prestige early game I'll run cavalry.
Edit: Pioneers are slow & I find the Opel Blitz form of organic transport less than adequate relative to cost as it has issues with close terrain such as hills, forests, etc...
In MP things are a little different but not by much, there regular infantry is more useful due to the lower cp costs.
edit: dont sleep on cav tho, cav is awesome.
- With the forced march ability, they can move +1 Hex
- Infantry is cheaper
- They have a higher Initiative, so they fire first, or at the same time and receive less damage.
I would recommend to have 1 pioneer Unit, which you can split up to give the ignore 50% entrenchment bonus to neighboring units.
In campaign i will recommend either full pioneer or pioneer/cav. But i will never recomend to use wher inf, in any situation. they are just worse cav if you want movement, or worse pioneers if you want to fight in close terrain.
if u have either meticolous planning or agressive deployment this is no longer true and Wehr Inf becomes extremely mobile.
sers,
Thomas
sers,
Thomas
in my experience that makes infantry a very specific tool (assuming you have not rolled the needed heroes to put in your tanks and bea ble to ignore infantry completely or, for some reason, dont want to use flamer tanks with artillery support) at that point, and for a specific tool i would argue that a "better tool but slower" will be better 95% of the time, than a more "versatile" one, and that makes the generic non-specific wher inf. very very uncompetitive. So pioneers all the way.
I have played one full vanilla campaign with agresive deployment, and its the only campaign where i used grenadiers and was happy with them too, i did not use wher inf. since i assumed they were still subpar, i should have tried them then. So ¿maybe agresive deployment makes infantry more usefull in general? i dont know, but it will be fun to give the trait to every infantry and play a campaign that way to see if they feel better.
play a campaign with this active and let me know what u think.
https://steamcommunity.com/sharedfiles/filedetails/?id=2410075863
sers,
Thomas
They have their use running down units in rough/CQ terrain, finishing off retreated units, encircling, trading, wasting enemy support ammo etc.
Heavy inf I only use when I need defense in place - some of the AO maps where you need to hold a bottleneck. Park them in an entrenched position and they can hold it.
That being said the Azul's in AO with the most basic of heroes or AO assigned named ones are just a CQ tile streamroller that can do without arty support superior to anything Eng/Wher can pull off.
i myself do not use vigilant on tanks to keep the game interesting. vigilant tanks completely ruin game balance imo.
i tend to use them on StuGIIIb/Brumbär/Sturmtiger to enable them to stay with the infantry.
sers,
Thomas
Vigilant is the "i dont need infantry anymore" hero. it makes tanks able to perform in every situation. It is not bad in infantry per se. but it is insane on a tank.