Forgotten units
Posted: 01 Jun 2021, 13:44
I would like to list here the units that are highly underused due to their availability limitations or doctrinal misplacement. Most of them are good on their own, but it is simply not worth it or too difficult to get them. This is a shame as they are great and fun units. Take into account that I have almost never seen those units since the new BK came out.
1) Wespe in TS doc - comes too late and doesn't make sense strategy-wise. Tank doctrine needs an arty unit that can quickly take out a defensive position in order to keep the tanks advancing.
Solution - swap back Hotchkiss with Wespe, limit it to 1 for the same amount of CP.
2) Gebirgs - as stated in the other topic, they aren't worth it when there is no air reinforcement + their boosts are locked behind the reg.5 which are just as good.
They could go to the defensive doctrine as an elite version of Grens on steroids, would fit the doctrine theme perfectly. Or make them paradropped and unlockable in the infantry branch of the Luft doc.
3) Scott in the infantry doc - there are so many ways to deal with emplacements in this doc (rangers, howitzers, priests, call in arty) that Scott is an overkill. On the other hand RAF often struggles against heavy defences, what if Scott will go to the RAF heavy glider?
4) Jagdtiger\Kingtiger in the TS doc - those are just so expensive for the doctrine that doesn't have any economy boost abilities. You either get them as a meme unit when you already won, or you save to much res loosing the upper hand and the game eventually? How about making them call in units? It will also distinguish TS more from the Propohanda doctrine.
5) Sabotage stormtroopers - too much CP for a tiny squad with quite limited capabilities. I think they should be available with the Storms unlock and be able to crawl by default.
6) Booby traps for SE - 2 CP is too much. I remember very well that they used to be 1 CP, that offered a great utility when you could put an early pressure and charge tactically important points. Imo should be 1 CP once again.
7) Mortar Bunker - useless since the mortar is not functioning. In the other topic MarkR mentioned that otherwise it would be an easy win if you build the bunker in the 120 range of your enemy's base. Well, I haven't experienced this problem in the old BK. Moreover, if the enemy lets you to build a 5 CP bunker that close to their base the game is pretty much lost for him. On top of that, I think that long construction time with expensive engineers justifies the efficiency of the bunker.
8) 76mm Jumbo - as it has been discussed, strategically it is a bad choice to go for Jumbo over Jackson. In that case, you put aside the only unit that is able to cause decent damage to Axis heavies.
9) Armor doc command car and BK doc command tank. I have never seen either of them. What are their current abilities and stats? Probably they can be cheaper\earlier available.
10) Churchill in the royal Arty doc - a joke for 3 CP, it is never worth it. Should be swapped for Achilles.
11) Commando with Sten and Enfields - royal marines and SAS combined with normal rifle sections completely steal their role. There must be at least a single reason to prefer them over the aforementioned units. I think at least their reinforcement cost and time must go down significantly.
1) Wespe in TS doc - comes too late and doesn't make sense strategy-wise. Tank doctrine needs an arty unit that can quickly take out a defensive position in order to keep the tanks advancing.
Solution - swap back Hotchkiss with Wespe, limit it to 1 for the same amount of CP.
2) Gebirgs - as stated in the other topic, they aren't worth it when there is no air reinforcement + their boosts are locked behind the reg.5 which are just as good.
They could go to the defensive doctrine as an elite version of Grens on steroids, would fit the doctrine theme perfectly. Or make them paradropped and unlockable in the infantry branch of the Luft doc.
3) Scott in the infantry doc - there are so many ways to deal with emplacements in this doc (rangers, howitzers, priests, call in arty) that Scott is an overkill. On the other hand RAF often struggles against heavy defences, what if Scott will go to the RAF heavy glider?
4) Jagdtiger\Kingtiger in the TS doc - those are just so expensive for the doctrine that doesn't have any economy boost abilities. You either get them as a meme unit when you already won, or you save to much res loosing the upper hand and the game eventually? How about making them call in units? It will also distinguish TS more from the Propohanda doctrine.
5) Sabotage stormtroopers - too much CP for a tiny squad with quite limited capabilities. I think they should be available with the Storms unlock and be able to crawl by default.
6) Booby traps for SE - 2 CP is too much. I remember very well that they used to be 1 CP, that offered a great utility when you could put an early pressure and charge tactically important points. Imo should be 1 CP once again.
7) Mortar Bunker - useless since the mortar is not functioning. In the other topic MarkR mentioned that otherwise it would be an easy win if you build the bunker in the 120 range of your enemy's base. Well, I haven't experienced this problem in the old BK. Moreover, if the enemy lets you to build a 5 CP bunker that close to their base the game is pretty much lost for him. On top of that, I think that long construction time with expensive engineers justifies the efficiency of the bunker.
8) 76mm Jumbo - as it has been discussed, strategically it is a bad choice to go for Jumbo over Jackson. In that case, you put aside the only unit that is able to cause decent damage to Axis heavies.
9) Armor doc command car and BK doc command tank. I have never seen either of them. What are their current abilities and stats? Probably they can be cheaper\earlier available.
10) Churchill in the royal Arty doc - a joke for 3 CP, it is never worth it. Should be swapped for Achilles.
11) Commando with Sten and Enfields - royal marines and SAS combined with normal rifle sections completely steal their role. There must be at least a single reason to prefer them over the aforementioned units. I think at least their reinforcement cost and time must go down significantly.