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russian armor

British Forces Unit Guide

15 Sep 2015, 20:57 PM
#2
avatar of Nick Banana

Posts: 96

15 Sep 2015, 21:41 PM
#3
avatar of Capacity_gear
Donator 11

Posts: 87

Nice guide, informative with a dash of humor, spot on mate.

As a Brit i approve, its the dogs bollocks, the muts nuts!
15 Sep 2015, 21:42 PM
#4
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Just for those that dont know,or are new to coh2/coh2.org/coh series,since we have alot of new visitors thanks to the CoH2 Front page feature,

When Penetration is referenced here, its by Far/Mid/Near

Far is maximum range(typically lowest chance to penetrate),Mid is halfway point,and near is basically point blank.(highest chance/value to penetrate)

The chance a shot penetrates is calculated by this formula:
(PENETRATION VALUE/ARMOR VALUE * 100 )


Regarding damage,

Most medium tanks and the KV/1/2 have between 640-800 hitpoints,which means 4-5 hits to kill for most anti tank guns, or tank weapons,assuming penetrating shots.

Most heavy tanks have at least 1080+ hitpoints,only the KV series does not.

"Cooldown" is the amount of time between the next shot or burst. This is typically used on Small arms.

"Reload" is similar,but,is the time between the emptying and reloading of the "clip" on a unit. For example,the M1 Garand rifle that riflemen use fires 8 shots in a "clip",with a 'cooldown' between the shots,and then "reloads" for a period,which reduces the squads Damage for that period while theyre reloading.

"Deflection" is the damage dealt even when a weapon doesnt penetrate. Tulip rockets,and the KV2/ISU152 are very huge offenders of this "stat"

Most of the other stat types mentioned ,should be pretty self explanatory,but if you have any questions,please ask here or in the state office

This game is complicated and in depth statistically,and learning these stats can give you an edge up over your opponent,as you know what your units can or cannot do or survive that much better.


If you would like to know the armor values of all pre British Forces units(Including the German units that the british forces fight against),you can check out COH2 STATS.com


If you would like to view these stats for the British Forces for yourself,check out this guide to figure out how you can open up the attribute editor and view unit attributes.

16 Sep 2015, 06:11 AM
#5
avatar of robertmikael
Donator 11

Posts: 311

Good job! I was waiting for this guide.

Could you also add the costs for the requisition Bofors and the requisition AEC armored car upgrades somewhere in the text?

That would be great.
16 Sep 2015, 07:50 AM
#6
avatar of SturmKiwii

Posts: 67

"The crew will stop to fap, while the commander observes the battlefield. All units in its detection arc are revealed on the minimap and on-screen." wahaha
16 Sep 2015, 11:10 AM
#7
avatar of Qbix

Posts: 254

Awesome job, guys, very much apreciated.

With the Heavy engineer upgrade from Anvil specialization ,they gain 2 armor on top of veterancy received accuracy bonuses,which makes them one of the hardiest squads in the game. However,their movement speed is also halved. The vickers LMG they receive is the same as the BREN LMG. This LMG doesnt take up a weapon slot,either,so you can add two more weapons for even more firepower.


Sure? Why not making it the Bren LMG then in first place? I remember someone saying that the Vickers LMG may be similar to the LMG42, but the Bren LMG is more like the BAR and can already be fired on the move. :/
16 Sep 2015, 13:05 PM
#8
avatar of UberHanz
Donator 11

Posts: 247 | Subs: 2

"[...] Smoke is actually steam from the built-in tea brewery."

I already assumed that. Thanks for the confirmation!

Lots of infos & great read! Thx!
16 Sep 2015, 15:06 PM
#9
avatar of Myself

Posts: 677

"Your text..82 hitpoints allowing him to survive a direct hit from most explosive sources,like the ostheer sniper."

Probably meant mortar instead of sniper...


"commando cost 500"
I am under the impression that their cost is actually 340 (cost to built from HQ glider) 500 is the cost for using the normal glider...


"Royal Engineer Salvage Teams."

Are actually a different unit from Royal Engineers since they can not built emplacements.



good work!!!
16 Sep 2015, 15:19 PM
#10
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

jump backJump back to quoted post16 Sep 2015, 15:06 PMMyself
"Your text..82 hitpoints allowing him to survive a direct hit from most explosive sources,like the ostheer sniper."

Probably meant mortar instead of sniper...


good work!!!


:foreveralone: my wording sucks at times, forgive me

I meant "like" as in JUST like the ostheer sniper, not surviving a hit from the ostheer sniper :facepalm:

And you're right about the commandos; it's like if fallschrimjager or paratroopers could be "built" instead of deployed anywhere.

Both of those things Reworded and fixed. Appreciate the feedback, thanks for reading!


and royal engineer recovery teams aren't "different" or unique enough to warrant a unit slot of their own,just like Tank hunter infantry sections.

And speaking of Tank hunter inf section,and the M3 HT; details for them are in the commander guide instead of here.
16 Sep 2015, 15:28 PM
#11
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

jump backJump back to quoted post16 Sep 2015, 11:10 AMQbix
Awesome job, guys, very much apreciated.



Sure? Why not making it the Bren LMG then in first place? I remember someone saying that the Vickers LMG may be similar to the LMG42, but the Bren LMG is more like the BAR and can already be fired on the move. :/



The default Vickers and BREN LMGs dont fire on the move.


The bren fires on the move LMG paratrooper/Obersoldaten style if equipped by commandos,thats the only fire and move LMG the brits have.

And regarding adding the vickers in the first place,I guess they wanted a different LMG for Anvil Engineers and the supply halftrack.
16 Sep 2015, 15:45 PM
#12
avatar of Myself

Posts: 677

Just to clarify differences as far as I know:
Royal Engineer Salvage Teams are different from Royal Engineers in sense that they can not built mines, wire or emplacements and can not be upgrade to "heavy" with anvil route, they also are called in pairs and come with minesweepers.

Tank hunters come with 2 AT rifles (can not pick other weapons), have the AT grenade and can detect vehicles in the mini map.


Judging what should be included is surely up to you guys.

Great work.!!!!

16 Sep 2015, 16:03 PM
#13
avatar of CookiezNcreem
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Donator 11

Posts: 3052 | Subs: 15

jump backJump back to quoted post16 Sep 2015, 15:45 PMMyself
Just to clarify differences as far as I know:
Royal Engineer Salvage Teams are different from Royal Engineers in sense that they can not built mines, wire or emplacements and can not be upgrade to "heavy" with anvil route, they also are called in pairs and come with minesweepers.

Tank hunters come with 2 AT rifles (can not pick other weapons), have the AT grenade and can detect vehicles in the mini map.


Judging what should be included is surely up to you guys.

Great work.!!!!



Yup those are the only differences,hopefully we didnt disapoint by merging the units like that.

Note those two units share veterancy with their base units as well.

I blame relic.

Im not a fan of them recycling units like this.

Instead of making totally "new <444>_<444> " units,just make them non doc side-upgrades and make our lives easier...psh
16 Sep 2015, 16:08 PM
#14
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Coh2.org will be updating all of our unit and commander guides for the foreseeable future, so don't worry about them being out-of-date. The only guides that may be out of date will be the commander specific strategies. Most of them should have a last edited date at the top.
18 Sep 2015, 12:06 PM
#15
avatar of nooz

Posts: 1

Make a printer friendly version of these guides as well! Nice work!
19 Sep 2015, 09:13 AM
#16
avatar of Lonepine63

Posts: 16

Great guide. Thank you so much.

And I appreciated the humour.
19 Sep 2015, 09:36 AM
#17
avatar of vietnamabc

Posts: 1063

Very nice guide, I just lol at the Churchill entry, but just to clarify, Heavy Engineer only slow down inside combat, outside combat they move just fine so you can spam them and show those pesky Obers who's the boss.
19 Sep 2015, 22:53 PM
#18
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

great guide. learned a lot even after playing brits for a while. these kinds of guides should be more visible for OCF new comers.
25 Sep 2015, 23:16 PM
#19
avatar of TaurusBully

Posts: 89

Great job Cookiez! Im no noob to the game, but since you are at it at explaining stuff, i have trouble to understand acuracy of some infantry units on the the brits yet.

Can you talk more about how acuracy works overall and espeacially for the brits (eg.what is the ideal range to fight with an infantry section, vs say a grenadier)

Thx in advance.
26 Sep 2015, 01:04 AM
#20
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Great job Cookiez! Im no noob to the game, but since you are at it at explaining stuff, i have trouble to understand acuracy of some infantry units on the the brits yet.

Can you talk more about how acuracy works overall and espeacially for the brits (eg.what is the ideal range to fight with an infantry section, vs say a grenadier)

Thx in advance.



its just percentages, if its 0.24 its 24% chance to hit. Value of one means it always hits,more than 1 means hax. That simple.


To answer your ideal range question...
get in cover when you first engage grenadiers. Since tommies with their vet 0 received accuracy+ their cover bonus makes them much better than grenadiers at every range...Just jump in cover. Without the cover bonus,they are a bit weaker. Thats the simpliest answer I can give.


Once you get LMGs and 5 man upgrade,You can just engage at any range and likely win easily,as long as its in cover.

xD

Hopefully that makes sense.

Now Let me explain received accuracy,

Grenadiers have 0.91 received accuracy at VET 0,so a -9% accuracy to all small arms, to start.

Tommies have 0.80 received accuracy,so -20% incoming accuracy to start.
We will observe a mid -range engagement

Grenadier K98 has
(Far/Mid/Near)
59%/66%/74% accuracy, a very high accuracy value.

Which means the Grenadier K98 by default vs a squad with 100% received accuracy(Lets say rear echelons) will have a 66 percent chance to hit and deal damage vs said Rear echelons at medium range(AS LONG AS THEY ARENT IN COVER! Cover has its own positive "Bonuses" on top of all these other bonuses,which is why its very slow to kill units in cover. (But thats why you use flamers/nades/explosions against cover,not small arms), Hopefully that makes sense.

Lets compare with a squad that has a received accuracy value below %100 though, like Tommies.

So Grenadiers with their K98 Engaging vet0 tommies at mid range have a 52% chance to hit. Because im calculamating(Multiplying) the accuracy bonus that the Tommies have by default(0.8),fron the 0.66 accuracy value that the Grenadier K98 has. The tommies are receiving 20% of the 66% accuracy that grenadier K98s have. Maths :foreveralone:


On the Contrary,

Tommies Lee Enfield has 52/56/69 (Far/Mid/Near) accuracy,vs 0.91 received accuracy Grenadiers..

Which means, the Enfield at mid range has roughly 50% chance to hit grenadiers.

BUT tommies have the cover buff(Cooldown,Faster firing rate),which turns the enaggement in their favor!

Does that make sense? xD



*Edit Bad wording again,and Little decimals DO matter :foreveralone:
26 Sep 2015, 03:10 AM
#21
avatar of TaurusBully

Posts: 89

Plenty. Had no idea that those numbers where %.

Thx for all the info.
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