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russian armor

New commanders

15 Nov 2013, 15:50 PM
#1
avatar of HorseloverFat

Posts: 68

Haven't paid for shit, don't plan to, but hey, I've got these community commanders to play with.

I'm already a bit biased towards Soviet play, but - wow - that new machinegun, particularly with the MP boost is incredible. Good map control, I can cap and hold with a conscript/mg pair, cap a few, and build T1. Once the second machinegun hits the field, assault grenadiers shit their pants and go home crying.

But yeah, it's early in the meta still - anybody care to speculate on possible counters to the new Soviet early-game presence?

I only lost one game - to a tiger ace commander. I dominated the game until that bloody tank came out and destroyed literally everything on its own. Didn't expect it to beat 3 AT guns firing at once, and still have enough health to roll over my HQ. Now that I know, I'll build more SU-85s, though it seems like a good way to paint oneself into a corner.

What other surprises am I facing? (industry commander)

And how do we deal with them?
15 Nov 2013, 16:25 PM
#2
avatar of undostrescuatro

Posts: 525

i think the defense commander works well for me against the tiger ace. the early advantage i get with map control gives my engineers (1 or 2 if i build tanks) plenty of free time to work around mining everywhere.

to cope with his fuel loss he will make paks and maybe mgs (trying to hold terrain)wich you can counter with the heavy motar, if he goes elite infantry you can go for penals with flamers that ignore his buffed armor. if he goes mortars or snipers you can go scout cars. since the commander has low fuel requirements. and you will eventually end up with a heavy infantry army tanks will get wreked by ktaiga!.

once his tanks start rolling out give him some of your territory , he will find by himself that the earth is mined, he will be warned. now cap back what you have with your 4-6 light at guns and stay put, keep mining. this commander floats munition like crazy. once his tiger rolls out he wont push with him cause he knows he will be mined. once he stays back, its a matter of slowly killing the rest of his army. and once he gets only tanks and pioneers is just a matter of spamming light at guns. 6 light at guns scare the crap out of any tiger, if he isnt just get back and he will be scared of the mines, if he is managing well his army use arty, your katyusha will be safe behind mined zones.

you are kind of beeting a lot on psycological warfare and luck though.
17 Nov 2013, 19:17 PM
#3
avatar of HorseloverFat

Posts: 68

Having the defense commander makes it easy to skip T2 - but that piddly little gun simply doesn't cut the cake. T3 is too costly - SU85 imperative.
18 Nov 2013, 00:50 AM
#4
avatar of Funky Ducky

Posts: 18

I love the defensive commander myself. Allows you to spam mines like a boss.
18 Nov 2013, 20:13 PM
#5
avatar of HorseloverFat

Posts: 68

Yeah... I've noticed that munitions float like a cork. Problem with mines, is that you still need to protect your investments. The one pio that slips through can be quite costly.
22 Nov 2013, 09:18 AM
#6
avatar of Brick Top

Posts: 1159

I think the defence commander is a little OP, everyone seems to use it when I play German, and rape me hard. When I use it I win easy and get abuse, I dont really enjoy winning with it either.


Its just so hard to counter heavy MG and cons at T0 with 0 CP for germans. Mortar is obvious choice, which puts you on back foot and they just move MGs around making it take longer, then 120mm comes out and sits out of range. I think mortar HT might be essential against this, for insendiary round and lack of ways for soviet to take it out.

On a side note, Im HATING facing Industry and Defence, so Im just playing Soviet myself, but using normal doctrines, at least that way the most annoying thing to face is the Ace.

Like someone else said, if you using Defence, you have munis coming out of your ears, and full map control.. rape the map with mines.

Whenever I have played Elite troops and the Ace comes out, Ive made both my vetted pios mine clearers. So make sure to take those out.. if you can.
21 Jan 2014, 16:41 PM
#7
21 Jan 2014, 16:48 PM
#8
avatar of tokarev

Posts: 307

So I see four soviets commanders and two German once.
And just how someone predicted earlier that there will be elite T34-85
21 Jan 2014, 17:24 PM
#9
avatar of akosi

Posts: 1734

Permanently Banned
http://imgur.com/ZhFprP3
http://imgur.com/Av6HIDh
http://imgur.com/6oxJhKo
http://imgur.com/02pwnTV
http://imgur.com/fpI0lYU
http://imgur.com/MeqO3Ok

^old
They should release at the end of January or febuary



back luck Konsumpartisane, none of them will be released next patch
22 Jan 2014, 11:11 AM
#10
avatar of rafiki

Posts: 108

It is possible to have these images without text above?
22 Jan 2014, 17:10 PM
#11
avatar of Konsumpartisane

Posts: 14

jump backJump back to quoted post21 Jan 2014, 17:24 PMakosi



back luck Konsumpartisane, none of them will be released next patch


I wrote old... In my "old" source they wrote, that they will released the next time.
I dont know when they will be released... :D
23 Jan 2014, 08:52 AM
#12
avatar of rafiki

Posts: 108

it was juste per curiosity of what they could immagine even if they don't release it.
24 Jan 2014, 12:55 PM
#13
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post22 Jan 2014, 11:11 AMrafiki
It is possible to have these images without text above?

No but I did my best to read behind the lines.


http://imgur.com/ZhFprP3

2CP - PMD 6M Light An[ti-Personnel Mine]
2CP - (unreadable), "...upgrade to the (P? F?)??? anti-tank rifle."

http://imgur.com/Av6HIDh

1CP - Guards Rifle Infantry
8CP - Mark Vehicle
(rather uninspired, honestly)

http://imgur.com/6oxJhKo

9CP - Gr. 40 Tungsten (likely AP rounds for Armour or AT Guns)
5CP - Spotting Scope

http://imgur.com/02pwnTV

0CP - Machinegun Nest (buildable DShK pits like at Sov HQ)
3CP - Forward Observation Post, "...and allows units to retreat to it."

http://imgur.com/fpI0lYU

0CP - No Retreat, No Surrender (unknown)
1CP - Commissar Squad (likely Sov counterpart to Ost Artillery Officer)

http://imgur.com/MeqO3Ok

2CP - Sprint
1CP - Stormtroopers (Poster Note: Stormtroopers have been renamed Jaeger Light Infantry, they are very expensive but highly skilled soldiers. They consist of 5 men armed with G43 Rifles, and they possess the ability to decap sectors at a rapid rate but cannot take them).
24 Jan 2014, 13:24 PM
#14
avatar of rafiki

Posts: 108

Thanks :)

mark vehicule is 3CP i think, no?

24 Jan 2014, 16:22 PM
#15
avatar of coh2player

Posts: 1571

Akosi, where did you get your information?

2 CP for the first one is PPSH's.

25 Jan 2014, 03:27 AM
#16
avatar of Mr. Someguy

Posts: 4928

2 CP for the first one is PPSH's.


Look closer, it appears to say "PMD-5M" (which doesn't exist, but the PMD-6M does), the text "ines" (mines?) can be made out in the description, and finally the picture appears to be a box shape (the PMD-6M was a rectangular wooden mine). Last of all, the PMD-6M anti-personnel mine is already in-game in the often overlooked Defensive Doctrine.
25 Jan 2014, 04:18 AM
#17
avatar of coh2player

Posts: 1571

^

I meant the other 2 CP one- I may be wrong though, as I was told that it was PPSH. If it's AT rifles for conscripts, then that's a damn good thing..

Out of all supposed 'new commanders', I'm looking forward to the Tank busters ones the most. The RPG-40 volley better be good, and good enough to guarantee a tiger engine critical.

--------------

I tried Jaeger Light Infantry in the 'Tiger Battle' steam workshop map. It, in its current form, is extremely Op and expensive. It's 5 G43 Grenadiers with de-caping abilities. Imagine having 2 G43 grenadier squads and you have one Jaeger light infantry squad. Very frequently, they kill entire retreating squads.

The whole unit costs around 560+ Manpower, making it the most expensive infantry unit in the whole game. It also has bundle grenades..

I'm sure they'll change it later on but the 2 JLI squad I used killed around 40 each. All you need to do is to combine 1 grenadier squad with 1 Jaeger and decap super fast, and then cap...
25 Jan 2014, 05:55 AM
#18
avatar of Mr. Someguy

Posts: 4928

Oh I see. Well, I don't think it is the PPSh, otherwise it'd be titled "Conscript Assault Package"*. The text "anti-tank rifle." is barely made-out in the description.

*Thanks to that suggestion though, I realised it likely says "Conscript ???? Package", probably PTRD or PTRS.


I do agree though that the Jaeger Infantry seem very powerful, but they also seem like a bigger manpower drain than Shock Troops, costing 56 manpower per-soldier to reinforce. They also take up 14 Pop cap per-squad, that's as much as a KV-8 and would be the highest in the game. More than one squad would wreak hell on your manpower float.
25 Jan 2014, 06:16 AM
#19
avatar of coh2player

Posts: 1571

It'll definitely 2 Jaeger lights max per game and no mortars & snipers will be bought. The rest of the manpower will have to go to grenadiers. Even 2 jaegers is pushing it as it'll eat into T2 Anti-tank ability.

So probably 1 Jaeger will become standard.
25 Jan 2014, 07:20 AM
#20
avatar of Comrade_Comissar

Posts: 3

Conscript PTRS package is 2 PTRS being given to cons for about 60 muni, not once step back is unability to retreat, but +50 MP income, as far as im concerned, this can be changed already.
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