I'm always a little 'afraid' or sceptic about going T3. Every time I tried it so far, I got my butt kicked by P4, thinking I denied enough fuel and it wouldn't come any time soon. But yea, if you can keep that T-70 alive and even get it to vet its a really good asset. But so far I couldn't get it to vet or even alive lol.
If I've gone T1 to T3, I'll usually only build one T-70 from T3, then tech to T4 for the SU-85 ASAP. However, if I've gone T2 to T3 and I'm doing well, I might go for another T-70 or T-34. If I do this, I make sure build a ZiS from T2 before too long so I can keep the P4 in check until the SU-85 comes out. |
I disagree the at nade is an important upgrade for soviets that base 4 squads on conscripts especialy with the chance of early german light armor. time of at nade tech is very vital to holding points after taking them and maybe they have a short research time but the fuel cost is an important factor into when you decide to get them.
But AT nades right after the 3rd conscript is still too soon. You'll have nothing to use them on for 4-5 minutes. In the rare case of the opponent rushing to T2 and being surprised by an early Halftrack/Scout Car, you can just avoid it for the 30 seconds it takes to research AT nades.
I usually get them right around the time I build my first Tier building. Either right before, or right after...depending on how I'm doing in terms of map control. |
I was wondering whether it is possible that maybe 1 (or hopefully more) of those mentors would be able to record their guidance so that it would be even easier to improve your CoH 2 level of play?
Great idea. I learn more from watching Tycho's Noobcasts than I do from watching shoutcasts of pro/tourney replays. |
Steam Profile: jmarks2001
1-10 Your Skill Level: About a 5 (I win about 60% of my games as Soviet)
Your Timezone in GMT: GMT -4 (EDT)
Do You Have a Mic?: Yes
Russians/Ostheer or Both?: Mainly Russians, but want to learn Ostheer eventually.
Any Other Request: Only really interested in 1v1. Usually available to play between 10PM and 1AM EDT. |
I've stopped using light vehicles early game or any part of the game and never been happier. I just use the resources I save building more Cons and AT grenades.
The "let's get a light vehicle out early" tactic is too predictable, both sides do it even though they not much good at anything after 1 hit with any AT weapon. Skip it, save your fuel and build tanks is my advice.
But as the Soviet player, you have the opportunity to build the light vehicle that hard-counters all enemy light vehicles, the T-70. And yes, I consider the T-70 a "light" vehicle because of it's low fuel cost and the ability to get to it quickly by skipping T1 or T2. The one-hit disable from a faust doesn't bother me because of the T-70's self-repair ability. Predictable, yes...but if done right, still effective. |
Could an admin move this to the "Red Army Strategies" forum for me?
Thanks. |
Uh...the video was great and all, but in no way did it demonstrat the tactic as he described it. I saw him defeat the german armor by a) outnumbering it, b) catching it at low health, and, c) flanking it. |
Not to be a dick, and I'm sure someone else would eventually chime in if I didn't, but...
The saying is "for all intents and purposes", not "for all intensive purposes". Just trying to save you some embarrassment before you say it in an important work meeting or something.
And you are definitely not the first to make this mistake: http://www.urbandictionary.com/define.php?term=For%20all%20intensive%20purposes |
I've recently been on a good run as the Soviets using the following build order: Engineer, Conscript x3, Molotovs, Rifle Command (T1 building - built with retreating engi), one more Conscript, Flamer Clown Car, AT Nades, engineer, Tankoviy Batallion (T3 building). Guard Squad or Shock Troops (depending on map/commander choice), T-70, [filler/replacement units], SU-85.
Given the current meta, I think this is pretty standard. Only one clown car (as opposed to two) doesn't over commit in case the German player opts not to build MGs and is still effective at dealing with lone Gren squads. AT Nades slow down armored cars and keep them away from your clown car (if they don't outright kill them). If I've managed to keep pretty good map control, my SU-85 comes out shortly after the P4, which I'm usually able to keep at bay (also with AT nades).
Currently, the only way I really adapt is by building a second scout car if I see two MGs before I see any Grens...but I think I could be looking for more keys and doing more to react. I'm interested to hear opinions on how this build order could be modified based on what I see from my opponent. Or in general, what kinds of things do you look for and how do you modify your build orders?
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Would you like a tank that is: the best anti-armor tank in the game; relatively cheap; very fast in both reverse, forward, and rotating...
Really?? The SU-85 rotates too fast. It's turret has about 8 degrees of rotation and it turns like it's in quicksand.
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