Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
All elite infantry units have timing of 2 or 3 CPs. No reason to get them at 1 CP.
shocks quite literally need to pinned unless OKW has LMG obers (for the max range DPS) and Pfus upgraded for close up accuracy
so you want basically a brick wall whilst your opponent has a feather.
you also get an early MG thats how you hard counter Pio's early, or any OKW unit, early game.
:) :) :) :)
I find that odd ?!
Long story short:
1) Sturmpios only good at close range, so keep them at bay, stay in cover, use mgs which OKW doesn't get for a while (or go T1 and counter with penals or even a sniper).
2) Sturmpios are costly to get and reinforce, so inflicting the most damage possible to them will cause a large manpower drain to OKW, much more impactful than a loss of some conscripts for you.
3) If you killed a unit of sturmpios outright, you're very unlikely to see them again - the window when they shine is pretty small, and they cost a lot, so OKW player will go for volks/doctrinal inf instead.
This isn't really true. They wreck rifle units at close range but they have STG44s and not MP40s so therefore in a mid range cover fight, from a building or in green cover, with a lower received accuracy stat (could be wrong) they will probably also win vs Conscripts. Maybe not Infantry sections.
The retreat button is how you beat Sturmpios in the first few minutes. Any sort of numerical advantage esp. with range and cover beats Sturms, because they can only focus one unit and that problem isn't really solved for the OKW player by building more Sturms. 3 Sturms vs 4 conscripts and an Engineer with a flamethrower is not a good day for Hitler and Germany.
theyre not BAD at mid range, they can do damage. however, in my experience (and looking at the stats) they have an accuracy drop off more significant than units such as panzergrens who also wield stgs. however, their accuracy/dps within 3 meters is the highest of any unit wielding stgs. what this means is that theyre best used as a squad who flank distracted troops. in most cases, a competent player wont sit their sturmpio at mid range, but instead as a flank troop. so, if OP were to engage a sturmpio at mid range and force an engagement, it could be the best case scenario for them if theyre in an easily flankable position.
ofcourse thats all situational, and knowing when to engage and when not to tends to be something they will learn overtime
http://www.coh2-stats.com/small_arms
Sturmpio MP 44
Accuracy far: 0.403 Accuracy near: 0.621
VS
Panzergrenadier MP44
Accuracy far: 0.15 Accuracy near: 0.7
So yeah, Sturmpioneers don't get as big a benefit for closing to ultra close range as many people would think but of course, I don't know if this webpage is up to date.
STURMPIONEERS
Accuracy near 0.621
Accuracy mid 0.506
Accuracy far 0.403
compared to
PANZERGRENS
Accuracy near 0.6
Accuracy mid 0.54
Accuracy far 0.48
you can even compare their charts. the sturms have a dps of 16.034 in 3 meters, the panzergrens have a dps of 15.492 in the same 3 meters, hence my comment about 3 meters.
You're not going to want to get up close with sturms vs shock troops that's just stupid. Shock troops have body armour XD. You need hmg early on to deal with them. Later obers with mg.