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How come we don't hear about commando piats?

  1. #1
    Brother Glacius
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    How come we don't hear about commando piats?

    I hear a lot about how commando's suck vs armor. And probably the initial commando's do..they are anti-infantry after all.

    However, if you keep teching down the RHS, you'll eventually get the HQ glider, and the ability to make piat commando's. Are these guys not viable? How come no one ever talks about the HQ glider and its units?

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  2. #2
    Member bottenbreker's Avatar
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    no, they're really worth their price (255 mp if i'm correctly ) its really cheap and effective! BUT it mostly comes too late.
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  3. #3
    Member lordkosc's Avatar
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    and they only have 3 men, that die super fast

  4. #4
    Crashh
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    hardly find em worth it.. they die too easy as said.. Got a lot other to spend MP on by the time u can get em

  5. #5
    Bowtome
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    LHS in the UK

    Yes I use these a lot late game.

  6. #6
    3 men, perhaps, but the sappers die even faster. I've had good effect from Piat commandos, but I usually don't get that many CP's.

    Having the concealing smoke helps.
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  7. #7
    Member bottenbreker's Avatar
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    well, guys compare the sappers piat squad with the piat commandos. you'll be able to get out 2 commando squads (6 men, 4 piats if i remember correct ) and you don't have to waste 75 munitions

  8. #8
    Member DoctorLee's Avatar
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    I don't think they suck or anything, I just don't see many people using the HQ glider in the first place.

  9. #9
    Gaspar
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    2 main problems:
    First the HQ glider takes 7 command points to get. PIATS are effective mainly against light vehicles and low hp/armor tanks. By the time you have 7 command points you are not dealing with these types of units anymore.
    Second, yes they are fairly cheap 250 MP. But this doesnt include the initial cost of the HQ. When u call in an HQ, you dont get a free unit....so there is also the build time to add onto that initial glider cost. So your first piat is more like 500-600mp ( i dont remember how much the HQ is). And to deal with light vehicles and even tanks, a tetrarch is a better bet as it is faster, and with upgrade has great penetration. So it can keep up with retreating vehicles, retreat from shreks and deal decent damage against heavy tanks.

    That's why HQ glider is pretty worthless and why most ppl will get commandos then go for arty strike/fake smoke before continuing to hq

  10. #10
    Member daroach1414's Avatar
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    PIATS arent effective against only low hp/armor vehicles. They are EXCELLENT vs tanks as well. If you can button a tank and have some piats real close, you can take it out lickity split. Combine that with maybe a 17pounder that might be close the tank will be gone real quick.
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  11. #11
    Comes way too late to make a damn bit of difference. If you ask me it should come first in the tree.

  12. #12
    Member daroach1414's Avatar
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    Naw they come just fine. I can't say the same for the vickers team or the mortar, but the comando piats are just fine.

  13. #13
    Well I personally like the guys, but hardly ever use them even though I always play commando. The reason? Well I find the best route through the tree is commandos, then all the way up the right side. Arty for 80 munitions? Thats a done deal mate, by the time I get the glider down I'm mostly looking to fireflies for my AT.

  14. #14
    PIATS arent effective against only low hp/armor vehicles. They are EXCELLENT vs tanks as well. If you can button a tank and have some piats real close, you can take it out lickity split. Combine that with maybe a 17pounder that might be close the tank will be gone real quick.
    QFT.

    Also, the biggest problem most people don't use them is because they are so late in the game.
    If you've noticed their accuracy (scoutcars), it's almost as if the gunner has a death wish or has made a bet with Klaus over who can shoot more bullets into the ground than the enemy.

  15. #15
    Has anyone ever used the mortor team or HMG team from that glider? I mean is there somthing special about them. I have never got them. I dont even tech to that glider. Always go left first, commandos then right for arty stricks. What the hell is the point of that glider in that late part of the game? Whos going to build a HMG then. Doesnt make sence. That glider should come first for maybe 1 CP

  16. #16
    Member daroach1414's Avatar
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    the mortar is decent....the vickers team BLOWS HARD. It simply doesnt kill or suppress, so basically it has the downfalls of both the wehr hmg and the american hmg.

    But how often do you really need either of these late in the game. Especially since i and many others make this the last ability of the commando tree to get.

    edit: it definately shouldnt come at 1 cp. If that happened, the brits could have a mobile mort and hmg as well as a stationary version. This could be a bad situation. I don't know exactly where you should put it in the tree. I think it should just be overhauled somehow, i just dont know how.

  17. #17
    Member Cobra5's Avatar
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    Make it some the weapons teams that come out have four men instead of three.

    They come so late in the game, by then, killing them is no problem. Not to mention... three man squad? ONE guy dies and you've got to retreat or risk serious damage.

    Plus, it would differentiate them a bit.. they would feel like like weapons teams with commando skins and more like a unique unit. They already have SMGs which makes them stronger then normal teams, but they need something more.

    Personally, even then I still wouldn't use em... its just too late in the game, Fireflys are better if you've got the fuel.

  18. #18
    Venturestein
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    I like the HQ glider quite a bit, There wicked against tanks, favorite combo is a couple commando squads with a couple piat squads, rush a tank pop smoke and blow it up.

  19. #19
    It would be better if they put it first instead of last.

  20. #20
    I agree the glider HQ could be very use full, if it came earlier.
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  21. #21
    Member GerryHYH's Avatar
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    Yeah true, but I really HATE the PIAT right now, its sooooooooo inaccurate even though u can shoot through hedges and walls, and a 3 man squad... once you use concealing smoke, you have to retreat them...

  22. #22
    Member Luwinkle's Avatar
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    Well, PIATS were innaccurate, they're just a charge propelled by a bigass spring. When I use PIAT commandos I get like 4 or so of the dudes and tag 3 LTs to them. And when I see AT weapons laying around, I have the LTs grab them. So pretty soon I have a walking wall of death.

  23. General Discussions Senior Member  #23
    terrible, terrible damage Starfisher's Avatar
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    Moving to strategy section.

  24. #24
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    I find them very useful, but I dont half use them as much as I should... The main problem I find is where obvioiusly the PIAT has that faster reload and close range modifier I get as close as I can to the arse of the tank, but then find the whole squad gets crushed ( some tanks seem to run over inf some dont? ) by the reversing tank

  25. #25
    Lyons66
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    Quote Originally Posted by Crashh
    hardly find em worth it.. they die too easy as said.. Got a lot other to spend MP on by the time u can get em
    I disagree. The HQ glider came in very handy last night in my 4v4 VP game. I was able to send in both gliders and hold off tanks and infantry for the final 10mins of the game to win. I find these gliders great for getting to areas the the krauts have already tried to block off with emplacemnets and mg squads. The piats well they were great had 2 groups split em off and when a tank came forward I nailed his side armour with one while they other fired front on from heavy cover. The commando hmg then stoped some sneaky falshims from tearing me a new one (finished them off when they retreated over a demo charge hehe). I don't think I would use them in 1v1 or 2v2 because yes they would arrive to late but anything higher it's possible to make a great impact.

  26. #26
    _kingbread
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    by the time u have enough points for a glider HQ. u would most likely be facing jagdpanzers and tigers. problem with the commando tree, is that it costs too many points to even start up. 3 points for regular commandos, if all of it was 2 points, then it might be worth the trouble. and like people are saying. spending that much points for a piat, mortar and hgm just aint worth it. i have better luck killing jagdpanzers with priests.

  27. #27
    you usually have fireflys by the time you have commando piats, they are so much better, the mortar and the vickers are a waste of time by that stage of the game.

    Commando glider is something thats needed early - mid game not late.

  28. #28
    Well I like the PIATs in urban combat more than open field. In some maps and situations, you can do more with two PIATs than risking a more expensive firefly. Sometimes, you can blow open the closed gates that your infantry normally would not be able to bypass with a well placed PIAT round (though this takes time and you could also do this with the rifle grenade or the demolitions ability) or just hastily pin down an armor threat just long enough for your other units to get into play.

    PIATs are pretty good tank killers if you can maneuver them around and use the ambush feature properly and mask your movement with smoke. Yeah the PIAT commandos die easily but I don't think the game is entirely won on whether or not the OPFOR has armor. You can pin his armor down by just putting a lot of factors into the enemy situations. The United States Army trains its officers to present the enemy with DILEMMAS not problems. Just one PIAT threat or maybe a few teams is not a critical situation. Put some armor AND PIATs and then you got yourself a dilemma. Either way, you will kill some tanks but how the enemy will neutralize your anti-tank threat requires a more complex plan to get by since you will probably keep tabs on your PIAT teams.

    All that being said, I think though offensively, PIATs could use a little work though. Defensively they stand a decent chance but I would pass offensive anti-armor capabilities to tanks.

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