
Just found out that the Disbelief version of Murder Time Trio exists lol. The music is also good
I do wonder if they can beat their brothers' counterpart... but that's for later

I do wonder if they can beat their brothers' counterpart... but that's for later
Also yes, I'm a F2P, in case anyone asked-
So those German generals in South America aren't being evacuated from Europe, but Osborn just straight up cloned them.
I mean, he literally cloned himself twice in like, 5 events already, I shouldn't be surprised at this rate.
Yeah, it does mean you can just spend 7500 medals on a perma-stun, long range carrier, that is essentially a better lv 9 Alpini than the Alpini, and right on lv 1.
First photo: Paulus used skill set up. First skill doesn't get maxed as it only increase counter-attack damage
Second photo: Your units in his range
Third photo: No friendly (both yours and allies) in range
Forth photo: Your allies units in range
Fifth photo: Only your building in range
Alright, so let have a overview over the most notable general here to see why I say that they break the current meta (again).
Skill overview:
- Island Jumping Tactic: 15% damage increase.
Upon being paradropped (with Skytrain or Delta/Phantom Forces' ability), gain a buff (Frog Hopping) that ignore 50% defense, and will deal 15% damage to surrounding enemies if the target is killed on hit.
- Old Soldiers Never Die: If the unit is not under debuff, then 15% damage increase and heal 10% Max HP when eliminating enemies.
MacArthur (with IV) easily has the highest damage output, with x1.38 if debuffed and x1.587 if not, comparing to Marshall (x1.56 with IV) and Vasilevsky (x1.38 at min, x1.5 at max).
Even if you argue that Marshall is more consistant as MacArthur required him not under debuff, he easily blows the water with his 50% defense ignore perk, as even hitting something with 24 defense (Heavy Tank) gives him an overall x1.16 damage.
But it also means MacArthur is the best option for Phantom and Delta Forces if you don't want to use your Skytrain for it. Since both are the two best offensive Infantry EF, it also means that Marshall will have to leave his spot.
Skill overview:
- Lone Army: If there's no friendly unit within two hexes, increase 40% damage. If there's enemies units within two hexes, increase 25% counter-attack damage.
- Panzer Leader and Blitzkrieg
Why I put Paulus onto the list? Simple, because he can challenge Guderian for the final thing he had left: the first pick for begineer. And I'm not joking when I say that he has a great chance to do so.
Just comparing the skill, Lone Army easily boost more damage than IV, while other skills Paulus has is identical to Guderian. And the "100% crit" upperhand is unreachable during early-mid game progression.
Of course, Paulus has obvious restriction comparing to Guderian: Lone Wolf restricts him on receiving buffs, and it requires the player to use brain to properly trigger the effect, and medal cost.
However, your first significant buff is from Malinovsky, in which I'm sure it is a very long way to get to. And even if Lone Army isn't active, then Paulus will perform just as well as Guderian before IV is unlocked.
Until then, you would tend to let your tanker go on a solo spree either way, which is 95% of case where Lone Army will always be active. In that regard, Paulus would be a little bit of a spearhead, which is ironic since he's better than Abrams in that role.
Note: Considering that the Bismarck only counts your own units for the "Solitary Surge", not your allies' unit, I can safely assume that Paulus will be similar.
Skill overview:
- Ace Tank (v2): Ignore 100% defense, terrain and ribbons. Gain 3 mobility for the next round after eliminated an enemy. For every 2 mobility, gain 1% crit chance and 3% crit damage.
- Tide of Iron changed to Inspiration
While Ace Tank v2 being able to ignore terrain and ribbons DR is a great thing to make his damage consistant (I'm sure he doesn't ignore DR from skills and perks), the main thing is that Ace Tank v2 literally made so he can catch up to the meta of 100% crit chance, with damage cause why not.
With zero ribbon, Wittmann effectively has 7 extra mobility (4 from stars, 3 from Ace Tank v2). Which means that your units only require at least 13 mobility for him to get 100% crit rate. Easier to reach with Mobility ribbon. And also at 20 mobility mark, he also has +30% crit damage as well.
And since he finally got rid of the Tide of Iron... Ace Tank v2 would easily reach the level of Manstein's bio (+35%) and Bock's War Machine (+40%). Without the ignore defense perk about Ace Tank, he's easily at Trained Bock level, and right behind Guderian 2 steps in damage. So? He easily surpass Bock, Guderian and Abrams due to having floor damage output being close to them.
Which does means it doesn't take long for Wittmann to catch up with Rokossovsky and Patton. If we assume Wittmann's Ace Tank v2 give +39% crit damage, in which I'll assume that will be equal to 16% damage boost for simplification, then he surpass Roko at... 12 defense, and Patton at 35 defense at max stack.
I'm sure he'll also catch up with God Manstein as well, but since I'm not in the mood for proper calculation, I will assume that he will catch up around 50-60 defense.
Skill overview:
- Sniper Instructor: +40% crit damage. Self and infanitry units in 1 hex has +10% crit rate
- Infantry Leader + Guerilla
Easily having the "usual" damage output with most F2P general, except Vasilevsky and new kid in town named MacArthur. 3 damaging skill (Infantry Leader, Raider and Sniper Instructor) like Malinovsky, Falkenhorst (I will assume Dominance is not counted due to the condition), and Guerrilla as a rare thing to see for an infantry damager (most F2P top damage dealer doesn't have Guerilla). 100% crit rate (also for allies) is also great to have.
All of that for a medal general.
Tl;dr:
- Another Aircraft Carrier EF (sure will be Purple)
- Trainable MacArthur (WHERE'S MY YAMAMOTO-)
- 2 new legends
- Achievement system (Legends are usable outside Conquest and AG, BM-21 skins with buffs, upgradable Wittmann (and maybe Simo?))
While I'm not comparing trios in this (especially the infamous KTT vs MTT), but I feel like this details need to be addressed, since it is often compared that KTT (and many Trios) barely won against a LV 20 human while MTT fought a LV 1980.
It is directly stated in the canon that MTT Chara aside from being blocked from using DELETE (which Chara used to yolo half of the multiverse), one thing being ignored is that *they also can't use RESET* as well.
Which means that MTT Chara basically is doing a *one life run* against MTT as well. Despite having a way more superior stats to LV 20 (duh), being used to rely on RESET to brute forces their adaptation, having only one try really hurt them. Like, seriously, if MTT Chara in one single attempt can take down 3 phases of Satsujin fusion (although barely), what's MTT is going to do if MTT Chara is allowed to use RESET? Chara would even no-hit MTT without that DELETE button in just less than 20 deaths.
Tl;dr: KTT only has to fight LV 20 human, but they have infinite attempt. MTT fought a much stronger one, but that human only has one life.
Like, seriously, I don't know what other part of the community (that is interested in powerscaling to begin with), but from what I see from Youtube, much seems to claim that canon Killer is Universal/Multiversal, which is just nonsensical for me.
Note: I have a clear line between Hax and AP when it comes to overall tiering. For example, Error has Universal Hax, but definitely not having anything higher than Mountain AP (I'm being generous). Same thing with Geno Chara, as I view their "timeline slash" more of a hax than an AP feat.