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What's your Jagdpanzer IV tactics

28 Jun 2014, 19:31 PM
#21
avatar of Mr. Someguy

Posts: 4928

Into something worse....


Aggressive play and moving for flanks and cutoffs?
28 Jun 2014, 19:33 PM
#22
avatar of Thunderhun

Posts: 1617



Aggressive play and moving for flanks and cutoffs?


Don't make me laugh
28 Jun 2014, 20:02 PM
#23
avatar of Mr. Someguy

Posts: 4928

Don't make me laugh


I prefer that over PE Blobs, British field towns, and Tank Trapped bridges.
28 Jun 2014, 20:16 PM
#24
avatar of VonMecha

Posts: 419

The jagdpanzer is the best anti tank in the game right now in my opinion for cost. Once it gets vet you can sneak around and kill tanks at will, and the recamo at long ranges makes it hard for them to fight back. Until you get vet 1, it is best used as a on demand at gun. I Keep it out of the line of fire till you I need it, then once I hit vet 1, I can be super aggressive without worrying about running into an ambush(from the front at least due to its reduced side and rear vision)
29 Jun 2014, 05:54 AM
#25
avatar of coh2player

Posts: 1571

Has anybody had good success using the IR halftrack to support both Jagdpanzer and the Infantry Gun?
29 Jun 2014, 08:11 AM
#26
avatar of Katitof

Posts: 17891 | Subs: 8

Has anybody had good success using the IR halftrack to support both Jagdpanzer and the Infantry Gun?


I did with infantry gun and jagdtiger.

Basically, IR ht synergy with anything that shoots further then can see it awesome.
When you somehow manage to get resource advantage or some spare resources, go for IR ht imo.
29 Jun 2014, 08:55 AM
#27
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

I'm prettysure it's bugged when it's cloaked, it seems to avoid fire. When you attack ground where it is explosives seem to just travel through it and explode next to it.
29 Jun 2014, 09:55 AM
#28
avatar of S73v0

Posts: 522

Jagdpanzer IV is pretty expensive though at 135 fuel so you can't get a KT out to troll your opponents. Because of this I usually hold off on getting a Jagdpanzer unless absolutely necessary.
30 Jun 2014, 03:25 AM
#29
avatar of coh2player

Posts: 1571

Did very well with the Jagdpanzer IV...used it like a super SU-85. Loved to see shots bounce off the front. I believe that the V1 invisible ability is excellent and differentiates it from other AFVs.

I agree with Kat; the IR halftrack helps A LOT in a multitude of ways and helps the Jagdpanzer IV get into good position before the shooting. Saved my bacon!
30 Jun 2014, 04:12 AM
#30
avatar of ilGetUSomDay

Posts: 612



I think people are still getting used to the fact that tank traps exist, we've all moved on from the campy defensive mindset of CoH1.


Tank traps take awhile to build unfortunately. Even though it'd be nice to put them all over the place, you usually need the sturm pios elsewhere
3 Jul 2014, 05:31 AM
#31
avatar of coh2player

Posts: 1571

How does the invisible mode shut off?
11 Jul 2014, 15:16 PM
#32
avatar of vietnamabc

Posts: 1063

It's the Vet 1 ability, you toggle it on/off like Zis camo. Vetted Jadgpanzer is just crazy, camo + increased sight + side skirt = total pwnage of tanks.
11 Jul 2014, 15:30 PM
#33
avatar of JHeartless

Posts: 1637

It's the Vet 1 ability, you toggle it on/off like Zis camo. Vetted Jadgpanzer is just crazy, camo + increased sight + side skirt = total pwnage of tanks.


It also serves as a handy Vet dispenser for my Soviet tanks in 1v1. Sure the thing has armor and enough HPs to escape if he doesnt keep it close to base but it sure does provide alot of free Vet :D
11 Jul 2014, 16:33 PM
#34
avatar of Thunderhun

Posts: 1617

Has anybody had good success using the IR halftrack to support both Jagdpanzer and the Infantry Gun?


Stephenn has great success using this unit composition.
11 Jul 2014, 20:31 PM
#35
avatar of spam.r33k

Posts: 503

Btw, a question about the Puma: How does their "accurate Shot" work? Is it like the old Ostheer "Stun round" or is it exactly as it says? "It stops the turret from rotating"?


yes it locks the turret in place. so basically you drive past the tank while activating it and after the shot you simply circle strafe it avoiding the line in front of the turret like with any other tank destroyer ( the only difference here being that the gun not always aims infront of the vehicle)
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