I will want to talk about Sdkfz 250. Unique vehicle. You can get them only on 3 docs, lets get to it.
First lets look on a good 250s that you can get in German Infantry Doctrine.
When i tech up i have a choice. to build a new building or make a 250 in my HQ. If i go for 250 i get a very early vehcile, that is somewhat roboust and it can hold difrent units types and assume difrent roles. We can get in it a flamer squad and shove it betwen buildings with mgs or i can get in it some AT infantry. its ability to fortify sometimes proves useful and when it does omg, it is perfect. Also it has great mobility to be used on big maps. It has SO MANY uses. It helps in AT department, it can storm fortified postions, it can transport troops, if you managed to vet it it can reinforce units, it can be used as makeshift MG bunker!
Amount of things this unit do is HUGE. It also cost only 20 fuel!
Buying it and using it well allows us to skip second building and go for panzer 4 a bit quicker.
Now let us move to bad 250s. The bad ones are in the ones that requier 3 CP and come in as an offmap for 3 CP. First of all 3 CP is.... not an early game anymore. If i buy 250 when i have 3 CP enemy propobly has AT and i propobly have second building. Also cost of 500 man-power and 30 fuel.
Let just look at the alternatives that i will have by that point. There is 222 and 251 in the second building.
Lets start with 222. It has better firepower and better mobility. If i want to buy a vehicle for rough power then 222 is way better chocie then 250. Also 222 is way cheaper, with cost of 200 insted of 500 man-power. I get infantry unti as a bonus to it but come on. If i wanted more infantry i could buy it. I do not need 3 CP ability from a doc to do so. If i want vehicle i do not want its cost to be artificially inflated by unit i might not want.
If you want 250 for a halftruck part there is 251. 251 do not require vet 1 to reinforce infantry teams, it can hold 2 untis insted of 1 and can also have added flamers. It is not doctrine exlusive and actualy can be combined with other docs it can have Rigiel mines or smoke. Again, 251 same as 222 is cheaper.
So as 3 CP call ins... I have 2 other options that does what 250s do just better and cheaper and easier to deploy. Only thing call ins have is no tranaing time.
250s do not make sense in the later game! They are too weak to sustain anything. .50s will cut them down, pentals will shot them with AT rifles, infantry will trow AT grenades at it. It is too weak to deal deal any significant amount of damage and escape. It kinda wants to be 251, 222 and a mobile bunker at the same time and doesn't do anything well enough. Also it comes with a price of 500 man-power!
What can we do about it to make 250s more aprealing for this doctrines? There are many choices.
- First option is to just repalce it as a call in for HQ build one for 0 CP.
- We can make the called in units to have some vet already so they are valid choice. We could get vet 2 infantry squad and a truck. That means truck could reinforce untis as it spawsns. Also geting this infantry would actualy be interesting.
- We could make it cost 1 CP so it can be purchesed before 222 or 251 s an option. The cost is still roboust but if you have few enough casulties you can actualy buy it.
What do you guys think?
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