Balancing Marines
Posted: Fri May 31, 2013 5:26 am
Marine squads are pretty ridiculously powerful. http://www.gamereplays.org/companyofheroes/replays.php?game=25&show=details&id=283327
1v1 vs. CptJared, you'll see that I lose 10 militia before I kill my first marine (though I do kill a humvee, it seemed like a much, much easier target), and 15 militia before I get that small break and kill one of his marine squads. You'll also see four militia squads chasing a single Marine squad, and put so much fire into it that they actually *suppress* the Marine squad (yes, Militia suppressing something by themselves) and yet they only kill one Marine. No, it's not my best micro ever, but Army rifleman squads would've lost a significant number of these engagements because they tend to lose to militia at close range.
Much later in the game, you'll also see a Regulars squad lose to a capping IAR marine squad (I believe unvetted) at point blank range. While a grenade or upgrade to marksman/marksman shot probably would've turned the the skirmish in my favor, it should be noted that Regulars cost more than Marines to build, and capping units take penalties to combat effectiveness.
You will also see a vet 2 (which becomes a vet 3 squad quite early in the skirmish) militia squad lose at point blank to an unvetted MARSOC squad with Corpsman (without healing activated). Getting some info on PLA veterancy would help understand how these situations should play out.
There are probably more events throughout, but these were the ones that really stood out in my mind.
1v1 vs. CptJared, you'll see that I lose 10 militia before I kill my first marine (though I do kill a humvee, it seemed like a much, much easier target), and 15 militia before I get that small break and kill one of his marine squads. You'll also see four militia squads chasing a single Marine squad, and put so much fire into it that they actually *suppress* the Marine squad (yes, Militia suppressing something by themselves) and yet they only kill one Marine. No, it's not my best micro ever, but Army rifleman squads would've lost a significant number of these engagements because they tend to lose to militia at close range.
Much later in the game, you'll also see a Regulars squad lose to a capping IAR marine squad (I believe unvetted) at point blank range. While a grenade or upgrade to marksman/marksman shot probably would've turned the the skirmish in my favor, it should be noted that Regulars cost more than Marines to build, and capping units take penalties to combat effectiveness.
You will also see a vet 2 (which becomes a vet 3 squad quite early in the skirmish) militia squad lose at point blank to an unvetted MARSOC squad with Corpsman (without healing activated). Getting some info on PLA veterancy would help understand how these situations should play out.
There are probably more events throughout, but these were the ones that really stood out in my mind.