Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Strategy and Tactics => Strategy and Tactics for Soviets => Topic started by: Otto Halfhand on March 30, 2012, 03:40:04 PM
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I need some help with Stormovie. I keep 1 Ingenery/ROK to maintain a build capacity, defencing, and to cut the wire for an infantry assault. It seems clear that Stormovie must support The Tankovy Companies. On a good day I will have a Lt and Medium Tank plt. or a Tky plt and a ISU2/3. I keep thinking of a 4 squad blob as I would a similarly sized PG/ST44 blob; IE move order combat. I expect this notion has some faulty thinking involved. Suggestions for assault blob use are welcomed.
What is the Muni maintenance Cost/min. for a Stormovie Squad? I am confident it will be nerfed upwards. IIRC Stormovie Squads have 360 HP. I am confident the 15 MP reinforce cost will be nerfed upwards. How many Stormovie Squads do you use?
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I am not aware of any of the health or upkeep of the storm engineers but sometimes I make 5 or 6 of them simply because they are cheap for their effectiveness and can repair your late game heavy armor pretty fast. But only if your opponent is not STG44 spamming.
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If you're going to buy Sturmovie IMO you should get a relatively large amount. Its not worth it to buy a 25 fuel upgrade just to buy one or 2 sturms. It like buying 1 HT and a Puma and then buying vehicles vet. It just doesn't justify the cost of doing so. Maybe get like 3-4+. And IDK what you are talking about when you mention tank blobs (i assume you spam groups of T-34) but blobbing Sturms is not advised (although everyone seems to do it). They have negative zeal. IDK what the penalty is.
And you don't JUST have to support tanks with Sutrm. If anything that means they'll get shot at and then probably lose some guys and have to be retreated. Then there will be no one to repair your tank (or at the least, less)
Just me personally I usually get 1-2 flamers. First off they do good vs PG or Elite armor. Second you can still build stuff like an Outpost.
And AFAIK 3 man StG PG vs Sturm: Sturm wins more often than not
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When I build Stormovie, and I don't always; I find 4 Stormovie and 1 ing work well. I would not build the ing but CAP becomes a problem when my THs get their extra squad member later in game.
As Fish suggests Assault grens are puissant. I like four of those or even 1-2 when Fall's are available. I don't consider Assault Grens in the same class as any other SMG unti because of their ability to move and fight so well. correct be if i'm wrong but Amis BARs have a similar ability?
AFAIK STormovies don't have an MP upkeep, They have a different Squad name from Ings so I think they could have an MP added if the devs chose. I disagree with Fish about using Stormovie for tank support. Their defencing abilities and low reinforce cost make them perfect in this role and Ings and mechanics just don't hold up well.
I found Stormovies much less desirable in 1.5.x, when they had the 40 Mt reinforce cost. It will be interestingto see how they change in 1.7.x. I only hope they are given minelaying abilty.
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I never said to fight with Inginery or Mechanic squad. I just said you don't really need to have your Sturm follow your tanks. If anything it will be too much to handle and unless you have good micro it will start to get confusing. I'll be honest it would a bit too much for me too :P. IMO they are assualt troops. Treat them as such. Use them for repair when you really need it. Otherwise they are much better off kicking PG ass.
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Their repairs are nerfed next patch anyway. The reason they have ingenery repair rate in 1.6 is a bug/oversight.
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So they will repair like Panzer Grenadier.
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So they will repair like Panzer Grenadier.
Basically. Unless the have a diff rep rate. PG hava a dismal rate of .5 IIRC.
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What's better in both cost effectiveness and survavability or firepower? Strelky with PPSH or Sturmovie Engineers?
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TBH I would say Sturmovie are better at fighting but you have to go out of your way to get them. I personally like PPSH Strelky.
But IDK if Sturmovie are getting nerfed in the next patch. Their cost should be increased IMO.
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Excerpted from GLD reply on Strelky vs Guards Topic:
# ppsh_smg.rgd (Strelky PPSh)
| Zaxis S DPS = 16.36
| Zaxis M DPS = 4.33
| Zaxis L DPS = 1.7
# ppsh_smg_st.rgd (Sturmovie PPSh)
| Zaxis S DPS = 19.63
| Zaxis M DPS = 6.49
| Zaxis L DPS = 2.04
... An important factor to mention is this is only raw stats and doesn't include the target tables. SMGs and LMGs will appear stronger here than they actually are (against infantry armour). They actually do 25% less than is shown here. Feel free to calculate this yourself. This is due to SMGs and LMGs being designed to scale against stronger armour types while not being too strong vs infantry armour (basic armour type).
Cost for Sturmovie: 250mp/75Mt, 200mp/25Fl Armory upg, 18mp reinforce, 4 man squad
Cost for Strelky: 270mp/75Mt, 150mp/40Fl Armory upg, 27-22 mp reinforce, 6 man squad
Other data needs be provided by others. Stormovie is available much earlier due to T2/T2 upg requirement for Strelky; Cost is additional 320mp/35Fl but really I think the cost should be ignored and only time delay considered here.
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Strelky are 22 - 18MP to reinforce. Sturms low reinforce in 1.6 is an oversight/bug that was caused by the removal of the separate Sturm unit and changing it to an Ingenery upgrade.
Sturms lack Sprint and (with Urban) nades, so they won't be as strong against MGs. However, they have Satchels so are excellent against bunkers and Flaks/Paks. Strelky also gain some limited AT ability in 1.7, which Sturms lack completely. Basically, both units are pretty similar and it's all about what you need them for. Against just volks or grens, both will perform similarly.
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"Strelky also gain some limited AT ability in 1.7 "
АТ nades , mines or what :P
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*perks up ears*
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You'll find out soon enough.
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Sturms lack Sprint and (with Urban) nades, so they won't be as strong against MGs.
I think there is a bug with both of the Red Banner Strelky abilities. The "Red Flag" sprint doesn't relieve suppression or break it nor does the "Hold Ground" for the LMG upgrade and they still gets suppressed when the description says it shouldn't :-\.
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Sturms lack Sprint and (with Urban) nades, so they won't be as strong against MGs.
I think there is a bug with both of the Red Banner Strelky abilities. The "Red Flag" sprint doesn't relieve suppression or break it nor does the "Hold Ground" for the LMG upgrade and they still gets suppressed when the description says it shouldn't :-\.
The RBS PPSH-41 sprint isn't supposed to break suppression, it's used to run around the MG before you get supressed.
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Yeah it increases speed and reduces suppression but doesn't eliminate it entirely, that would be OP.
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Same applies to the LMG upgrade even though it says its supposed to break suppression ???
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Stand ground doesn't give as much bonus as Sprint. It gives more offensive punch though and will give some suppression next patch.
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:o so much changes in this patch, cant wait to come out... it will be a new sense about soviet gameplay :o