#87246
Regarding 1.501 Conscripts
Desert_Fox wrote:
Conscripts are now good only in early game and with Molotov upgrade; totally useless in late game.
k guys, I know a lot of people did not like removing conscript vet because it took away their scaling. I didn't like the removal either, but it was apparently not up to the balance team, since it was shoved down their throats. So as a compensation, the balance team gave them a gradually reducing reenforce cost to scale better late game, and also an option of full rifles when you go FTML. A lot of people still see them as useless late game however, and at first it may appear that way. I will attempt to explain the mechanics.
COMBAT: "How can my conscripts stand up to vet 3 infantry late game?"
They're actually pretty angry with full rifles and at 8 reenforce per man with no upkeep. You can get a maximum of 5 conscript squads, and assuming you get full rifles for all the squads, you have 40 guns shooting at something. If you focus fire with 40 guns, I'm pretty sure you will hit something. Please continue reading, since reenforce cost ties heavily into combat.
REENFORCE COST / UPKEEP
Now lets compare reenforce cost. A single grenadier (we can assume he is vet 3) costs 37 reenforce. A conscript costs 8 reenforce late game. To win the manpower war a single vet 3 grenadier will have to kill 4 conscripts before getting killed himself. If you put it in that scenario, 4 conscripts vs a single vet 3 grenadier is actually a very close fight. Victory will depend on who has better cover / micro, and whether the conscripts have Command Squad global bonuses to help them. Also please factor in the fact that conscript squads have no upkeep, while Axis squads do have upkeep.
SUPPRESSION AND OTHER FACTORS
You won't just have your conscripts. You will have the Command Squad and other extra squads, so the conscripts can also serve as a buffer shield. Also, if you went For the Motherland to access the full rifles, you can activate it to break suppression. This, along with the CS Charge ability makes MG42 suppression less of an issue. Also, even though conscripts are frail, they happen to take an extremely long time to suppress if they are sitting in green.
Sure they die like flies to proper blob counters like mortars and artillery, but then all infantry, even Rangers, Falls, Guards, KCH, etc do too. The trick is to use micro with them. Finally, as for the 50 munitions cost, it does sound a bit hefty, but this is because the conscript spam was meant to compliment a fast vehicle strategy, and once you do spend 250 munitions for all 5 squads you can actually stand toe to toe with vet 3 infantry (don't forget that Wehr vet or PE weapons also cost resources). I've personally used this strategy, and I think it is effective if used right, or a disaster if used wrong, which does indicate good balance.
Last edited August 27, 2011 at 7:43 PM by Yauz



