My Soviet, German and US high tier (BR5) has two para squads, but now I can have two paras on axis low tier (aka BR2) and with Folgore and new German paras, they even are in my BR3 (mid tier) line up now.
Ok, I have max slots, but the advantages of running two paras is quite significant imho.
Now if they give us winter customization option that would be perfect!
The Devs should do the same or add to TT low tier US (not just pacific marine paras), Brit paras with Stens or a type of lanchester? (Not sure what gun tbh)
Yes I do in my allied BR2 deck. I have both M1A1 carbine and BSA welgun squads.
Paratrooper squads are extremely versatile since they can get four different set of load outs from the box.
I do think that they are best used in coordinated attacks, but that is hard to pull off without communication on discord.
I’m also still using Folgore paratroopers on BR2 but outside of that I don’t have any other paratrooper squads. I used to have them but I didn’t play with them so they got replaced, usually with vehicle squads.
for me versatility is the key. while paratroopers are versatile, they also have downside of taking long time to deploy, which makes them bad at reacting to any situation in cap when defending. with 10 or 11 slots i could make case for second paratrooper in 8-9 squad infantry lineup, but with anything less than that i think that 2 paratroopers are pointless.
Paratroopers can respawn on the ground
Except for the carbine paratroopers, other paratroopers can be used as a 6-man assault team.
Or you can commit suicide 20 seconds before the capture point is lost and switch to paratroopers to parachute in advance to ensure that airborne supplies can be used.
paratrooper get their main strength from drop, otherwise spawning on ground makes them shittier version of lots of other squads cause they either have worse weapon or less ammo or both.
I think the paratroopers except for the Pacific paratroopers may not be called excellent in terms of equipment, but they are not to a bad standard either.
I’m not that concerned about ammo capacity.
After all, their ammunition capacity is usually the same as that of infantry without backpacks.
They are pointless in defense. So I really can’t see them as being versatile.
4 assaulters with big ammo bag will always be better than 6 “assaulters” without big ammo bag.
And those who don’t have a full auto weapon by default are completely useless.
Plus you can’t even drop to the point of contact anymore, since you’d be sacrificing all of your bots this way. The drop of your AI soldiers takes so long now.
Paratroopers are basically bikers level gimmick nowadays. They’re fun, but definitely not effective.
IMO capture zones should have at least 30 seconds of preparation time so defenders can fall back and take new positions. In this time, the grey zone for attackers should simply stay the same and open once the time is down.
Half a minute isn’t enough to mine up and build barbed wires everywhere, but enough time to get inside before the enemy.
Usually my infantry squad consists of paratroopers, trucks, and communications regiments
If I hold enough paratroopers I will place 2
This allows me to attack and build respawn points more efficiently
You have to consider the proportion of idiots in the current game environment
Capture point protection will only increase the pressure on normal people who have a very small proportion of attackers and miss a few opportunities to effectively attack.
This is not fair to normal people with brains
I have a preset with 3 Allied paratrooper squads (Tommy 100, Vickers, Welgun/M1A1) and it can be fun playing a conquest game where you always keep appearing from the sky on either of the 3 points that starts being contested.
It would be a bad idea to drop paratroopers straight into the hot spot. You need to descend a little from the flank, almost right next to the capture point, but from the side where the enemy hordes are not moving. Then you will have three pluses: full arming from the box, surprise factor to attack from the flank, and worst case, simply direct the tanks towards you so that they distract from the main point, which will allow your forces to take the initiative a little.
not really. you can do much better with TT alternatives with exception of soviet paratroopers and japanese paratroopers with type hei LMG. but even with those exceptions they lack ammo bag.
stinger > m1919a6 > vickers
t20 > m2 carbine > thompson > garand > m1a1 carbine
fg42 II > fg42 > krieghoff FG > fg42 GL
anything BR2+ > mp34 > og43 > beretta m38
Eh
Having A paratrooper squad can be useful since you can skip straight to tomfoolery activity behind enemy lines
But they also take forever and often you just get shredded before you even land lol, you can’t have ammo pouches, you only get one engineer only with the useless mortar loadout, etc
They can sometimes win games if you are smart and manage to bypass enemies and cut off all of their reinforcements AND your team decides they are immune to capzone cooties
but you can’t run 6 stingers
and i prefer vickers than m1919 due to fire rate
Nah fg42 GL > fg42
Just think of it like carrying FG42+kar98k GL with better recoil
Same goes here. you can’t have 6 assaulter in TT squad, which slightly increased the almost negligible AI firepower.
For the ammo issue, just press “Y” when there’s only 2 mags left.
1 or 2 are enough… your team usually dies before you can use all 6 of them
not when they lack ammo bag. i would rather have fg42 with ammo bag than fg42 with GL
4 assaulters+utility will give you better squad than 6 bots with smg. you will mostly get kills with 1 or 2 soldiers while rest of your bots die, so there is really no difference between 4 and 6 assaulters. also cause of ammo those 4 assaulters behave like 8 assaulters.
For 1 man I will still choose vickers rather than TT m1919
And I don’t think 1 or 2 MG are enough, the weapon AI is best at using is MG
Matter of preference.
If i can use FG42GL but no ammo bag on rifleman, i will definitely do
When the squad is slaughtered and needs to fight back immediately, you don’t know if the one who survives will be one of the 4 assaulter or the poor bolt Engineer, but for the Paratroopers, either one of them has the same firepower.