#73285
1.4 Tank Hunters
I continue to have two major issues with the very cost effective tank hunters, both of which could be lessened in their no-brainer effectiveness I suppose, with an actual use cost to their at grenades.
First, Base rapes are fast and devastating with these units when backed up with any of the powerful anti-infantry options. At grenades kill bunkers and buildings in seconds, and the at guns finish whatever still remains. These blobs move fast, and even if they come out slightly behind on the attrition war, they have devestated their enemy's production lines, and made it easy to rinse and repeat by already taking down the slight obstacle of the bunker.
Second, AT mines coupled with AT grenades make pushing these units off of key sections tennous at best...and it makes for hilariously effective anti infantry at choke-points...etc. Without fail, an AT grenade chucked at an AT mine will detonate it and kill everything in the vicinity. It's easy, the thrower has a very handy range, and it offers these units a dimension that given their very effective qualities in the specific areas of anti vehicle, seems highly inappropriate.
This doesn't even require preparation or planning. AT mines laid for their intended purpose are already likely to be in the perfect opportunistic place to take out 2 or 3 squads of infantry....
by the way, I lost 2 vet-2 full health storm squads with about 225 munitions invested into them to a single errant shrek when I was sitting on one of those mines...this may be just as possible when dealing with PE mines and probably is, but it was rather frustrating.
It seems like applying a decent cost to use of at least 35 munitions a pop would go a long way to making these tactics a trade-off, rather than a free lunch.
** on edit, 35 is probably too high given the muni upkeep...maybe 10 to 15 would be more reasonable
First, Base rapes are fast and devastating with these units when backed up with any of the powerful anti-infantry options. At grenades kill bunkers and buildings in seconds, and the at guns finish whatever still remains. These blobs move fast, and even if they come out slightly behind on the attrition war, they have devestated their enemy's production lines, and made it easy to rinse and repeat by already taking down the slight obstacle of the bunker.
Second, AT mines coupled with AT grenades make pushing these units off of key sections tennous at best...and it makes for hilariously effective anti infantry at choke-points...etc. Without fail, an AT grenade chucked at an AT mine will detonate it and kill everything in the vicinity. It's easy, the thrower has a very handy range, and it offers these units a dimension that given their very effective qualities in the specific areas of anti vehicle, seems highly inappropriate.
This doesn't even require preparation or planning. AT mines laid for their intended purpose are already likely to be in the perfect opportunistic place to take out 2 or 3 squads of infantry....
by the way, I lost 2 vet-2 full health storm squads with about 225 munitions invested into them to a single errant shrek when I was sitting on one of those mines...this may be just as possible when dealing with PE mines and probably is, but it was rather frustrating.
It seems like applying a decent cost to use of at least 35 munitions a pop would go a long way to making these tactics a trade-off, rather than a free lunch.
** on edit, 35 is probably too high given the muni upkeep...maybe 10 to 15 would be more reasonable
Last edited June 8, 2011 at 5:28 PM by Joshua9

