View Full Version : Newb, lol question
9th Dec 07, 5:41 PM
Hi, just started playing and i was just wondering if it's at all possible to get British mortars or HMG squads that are portable apart from commando units?
9th Dec 07, 5:46 PM
Have you seen such units? - No!
Are there such units? - See above ;)
Besides that I would never build Commando mortars or HMGs, they are not worth their money. Commando PIATS can be usefull in some situation but normally they aren't...
9th Dec 07, 5:59 PM
scoiatollo you're pretty wrong about the Commando glider...
vs Wehrmacht it basically sucks ass. unless they are sending you unvetted volks and panthers at the end of the game. which will not happen.
vs PE however, you can use these cheaper support weapons to fend back the blob of pgrens and PantherPanther battle group. Call me crazy but this HQ is a bargain.
Edit: As stated above, you cannot make any of these units without the end tree commando glider HQ thing. But brits dont really need them. they're a stationary army.
9th Dec 07, 6:11 PM
The problem I have with the HQ glider is, that you get it too late (or the better call would be the other abilities are more useful).
You start with commandos (3CP) than depending on what you are facing it's either Tetrach (2CP) or you are crazy enough to go fast offmap Artillery (4CP), however ich you go for Tetrach first you will normally go Artillery next. So you get the HQ glider with 11CP, what is normally the time when the game is nearly over or you have fireflies which are the better AT compared to commando Piats.
As for the HMG I'd say at the time they are on the field Wehrmacht will have tanks and/or vet2(or even3) infantry which so they are useless.
Due the durability of a mortar pit and it's long range I'd rather build one of them near the frontline than wasting my money on the commando mortars.
Just my experience, so I may be wrong.
9th Dec 07, 7:01 PM
Yeah I was just confirming cause it does have these units in the manual
Yeah I think it does come too late and at that point in the game you're not likely to want to spend a ridiculas amount on support inf. as by that time you've either won or lost although the PIAT commandos are very handy as the British seem to lack in AT.
9th Dec 07, 10:06 PM
*cough* 17 pounder
9th Dec 07, 11:46 PM
Yeah but for the price and it's stationary, I'm just not use to the new way of game play introduced in OF
10th Dec 07, 5:55 AM
17 Pounder > piat.
anyway, i think the hq glider comes in too late and that it's rather expensive. by that time i'm spending all my MP on tanks and inf, emplacements. so why would i want to spend 300 MP on a glider that does not even come with a unit? i can just save some more and pump out a tommie squad, a commando squad, a cromwell, a firefly or a churchill. personally, i usually don't bother getting the commando glider and i just get the decoy arti etc.
10th Dec 07, 1:45 PM
The advantage of the gliders are (all of them; commando/tetrarch/HQ) that they can be deployed even in the Fog of War. So you can place a glider just right next to your enemy's base and start building units from them. They arent meant to replace your own HQ trucks but rather as a complement to your main battle forces. They are sneaky fella's when used right. I won a suddenly downhill going game with the Brits- Commando tree. I parked a HQ glider a bit from an enmy's base and I started to build Piat Commandos and started to rape his buildings. But in all honesty I had to build a fair share of them Commando's as they got raped by either Flakvierlings- Panthers (or the battlegroup Panthers)- infantry mass etc etc etc but by doing this AND the use of my arty ability + 25 pounder eventually won me the game combined with some Tetrarch tanks/Stuarts/Cromwells and/or Firefly's in the last few minutes when I got my cap back higher. My team was losing points like nothing and soon my cap was something like 50 to 65 max. And the most of the time my cap was around 75-80...
10th Dec 07, 2:28 PM
Random idea for the HQ glider. When you make one of the units from it, it opens up an upgrade in existing 6 man commando squads, so if you research a mortar team, a three man squad breaks off the main squad with a mortar, leaving a 2 man vanilla squad to be reinforced. From then on all commando teams have the option of that upgrade.
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