So i'm just having a quick look over the abilities, i'm sure there will be lots of debate about them but the first one that is most notable is this from the
Support Army GroupBrandenburger ability calls a Ju 52 which paradrops a Brandenburger squad at the desired area. Brandenburgers are specialized in undercover operations, and they use soviet uniforms and soviet weapons. They have also the ability to capture a point instantly if it is neutral and to make neutral an enemy captured point, this ability doesn't work on Secured Points or in Victory Points.
I like the idea but balancing it could be tricky.
I am a bit clueless about this one
Incendiary Rounds is an upgrade given to Panzerwerfers, it makes them able to fire incendiary projectiles instead of the normal ones. This upgrade is global , retroactive and automatic so, once you pick this your Panzerwerfers will no longer fire their original ammo.
So some arty can fire incendiary ammo. But by the time this ability is unlocked there's likely to be some big soviet armour rolling around. Doesn't sound that great to me.
The
Elite Army GroupNot sure what this does
Panzerkrieg ability is a passive one; it allows vehicles to create an aura that boost infantry troops near them. This doesn't work with weapon teams.
What does the aura do? Which stats are boosted?
Pincer Movement is an active ability which grants infantry and vehicles offensive bonuses and more speed by a limited time, so they can try to bring down their enemies by trying to apply the tactic of the same name or just take the change to attack from the rear.
Sounds like the blitzkrieg ability. Seems a bit boring to me.
Can't wait to try out the Sturmtiger and Brumbar, seem like the ultimate counter to turtle players and deadlock breakers. sounds fun.
Fortress Army GroupThis one sounds familiar but with a twist.
The Field Hospital upgrade, unlocks the upgrade that bears the same name on the concrete emplacements. As the name says, it makes the defensive structure into a Field Hospital, popping up medics and retrieving wounded infantry units. There is a catch though, instead of getting a new squad when getting five soldiers, you get a small amount of manpower.
I'm curious just how much manpower is given. Could be interesting.
Yet another global buff ability
Counterattack is an active ability than works different on infantry laid on enemy territory and the one in yours(or neutral); it gives it more speed and reduces the chances of getting hit while staying on your own territory or increasing the damage output if you are on enemy sectors(excluding enemy Command Area).
But at such a low cost i guess it's not so bad.
Aha here we go!
The Elefant is a heavy tank destroyer call-in that can be allocated as many times as you want, but it can be only one at time in the battlefield. It has an ability to jam/break turrets from vehicles(that have those ofc
).
Dis gon be gud
So overall some new units in most of the trees and a few abilities which have been twisted a little that we know already, which is nice.
I'm not a huge fan of the global buff ones like Counterattack, Pincer movement and incendiary ammo for panzerwerfers purely speculation from the descriptions on my part. They seem kinda boring but perhaps things will change or they'll be more important than they appear.
I am glad the Ostheer seem to be on track and progress is being made.