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Soviet FHQ might need looked at.

4 Sep 2014, 19:59 PM
#21
avatar of Omega_Warrior

Posts: 2561

Why is no one mentioning the Leig. It might not kill a fhq as fast, but it will still get the job done. It will at very least draw them away from the building.
4 Sep 2014, 20:24 PM
#22
avatar of thefonz

Posts: 35

Why is no one mentioning the Leig. It might not kill a fhq as fast, but it will still get the job done. It will at very least draw them away from the building.


It blows utter ass against an FHQ. Trust me, I had one. Needed an ally to firebomb the building with a mortar HT to bring them down.
4 Sep 2014, 22:44 PM
#23
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

It's a huge bitch to deal with on Road to Kharkov, where the buildings are surrounded by green cover and it is pretty close to both cutoffs.
5 Sep 2014, 00:24 AM
#24
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

2v2: Semois, on the church with maxim spam and mortar early game. Push your edge into quick T34s.
5 Sep 2014, 02:25 AM
#25
avatar of Mr. Someguy

Posts: 4928

Urban defence became beyond useless after introduction of walking stuka, which destroys 300 mp 60fu fhq (and probably all troops around it) no matter what in first barrage. In fact, this doctrine worse than nkvd now.


Just like Tellermines and Reigel Mines are useless against USF because of critical repair.
5 Sep 2014, 04:20 AM
#26
avatar of atouba

Posts: 482

The FHQ should be built only on owned territory. It's ridiculous that the FHQ can be set up on neutral territory. If a FHQ is set up on territory very close to Axis bases at the very early game, what can Axis do then? Axis players can only fight left more territories being captured by Ally players safely. This will result in early lost to Axis. No territories no resources, no resources no wins. Big advantage for Allies. 8 min stuka? No, stuka will hit the field at about 13-15 min cuz OKW have no fuel due to less territories. And stuka have to face atleast 3 T34/76 in 4V4 game. The game will be over at 15 min.

Don't forget in some matchgame there is no Ost player which can provide motars. OKW's infantry support gun is a big big joke, they can kill 10 men during 40 mins game.

And, you guys mentioned the waste of 300 mp and 60 fuel, you hope 300 mp and 60 fuel unit works well during all the game?
5 Sep 2014, 04:30 AM
#27
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Just like Tellermines and Reigel Mines are useless against USF because of critical repair.


List of things that a teller can 1shot kill:

-Ambulance
-M20
-Dodge
-Greyhound
-Halftrack
-MHT
-AA HT
-Stuart
-M8
-Wolverine
-Jackson
-Priest

Things that survive:

-Sherman > 140hp
-E8 > 140hp
-Bulldozer > 220hp

Reference: a pak/tank shot does 160dmg


5 Sep 2014, 04:33 AM
#28
avatar of Arclyte

Posts: 692

jump backJump back to quoted post5 Sep 2014, 04:20 AMatouba
The FHQ should be built only on owned territory. It's ridiculous that the FHQ can be set up on neutral territory. If a FHQ is set up on territory very close to Axis bases at the very early game, what can Axis do then? Axis players can only fight left more territories being captured by Ally players safely. This will result in early lost to Axis. No territories no resources, no resources no wins. Big advantage for Allies. 8 min stuka? No, stuka will hit the field at about 13-15 min cuz OKW have no fuel due to less territories. And stuka have to face atleast 3 T34/76 in 4V4 game. The game will be over at 15 min.

Don't forget in some matchgame there is no Ost player which can provide motars. OKW's infantry support gun is a big big joke, they can kill 10 men during 40 mins game.

And, you guys mentioned the waste of 300 mp and 60 fuel, you hope 300 mp and 60 fuel unit works well during all the game?


It's just another early game cheese strat. If you don't put it on the enemy's cutoff/fuel and successfully push them back, you might as well leave the game because relying on soviet baseline units will end in defeat every time.

The stuka one shotting buildings is retarded, forward headquarters or not. Everything else about the commander is dogshit. Nerf the FHQ to friendly territory without buffing it and/or giving it some other useful abilities, and you will never see it again.

5 Sep 2014, 10:08 AM
#29
avatar of GustavGans

Posts: 747

Easy fix;

-only buildable in owned territory
-requires (short)setup time
-can be decapped
-half its fuel cost
5 Sep 2014, 10:38 AM
#30
avatar of Katitof

Posts: 17891 | Subs: 8


-can be decapped


If that would to go through, then fuel cost should be taken away completely.

Both axis factions have easily obtainable early hard counters to it, the doctrine offers NOTHING other.
5 Sep 2014, 10:47 AM
#31
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

Easy fix;

-only buildable in owned territory
-requires (short)setup time
-can be decapped
-half its fuel cost
Not all of these at the same time, surely.
5 Sep 2014, 10:48 AM
#32
avatar of GustavGans

Posts: 747



If that would to go through, then fuel cost should be taken away completely.

Both axis factions have easily obtainable early hard counters to it, the doctrine offers NOTHING other.


I wouldn't cross fuel cost out entirely, it would make it too spammable imo.

I guess "easily obtainable" is debatable. The MHT is doctrinal if you don't have it equipped or chose another commander already it's getting difficult. The stuka still costs alot of ressources and you'll delay other vehicles.
On the other hand you can see your enemy's loadout before the match begins, so you're not totally unprepared.

5 Sep 2014, 13:42 PM
#33
avatar of Eloka
Benefactor 340

Posts: 13

jump backJump back to quoted post5 Sep 2014, 04:20 AMatouba
The FHQ should be built only on owned territory. It's ridiculous that the FHQ can be set up on neutral territory. If a FHQ is set up on territory very close to Axis bases at the very early game, what can Axis do then? Axis players can only fight left more territories being captured by Ally players safely. This will result in early lost to Axis. No territories no resources, no resources no wins. Big advantage for Allies. 8 min stuka? No, stuka will hit the field at about 13-15 min cuz OKW have no fuel due to less territories. And stuka have to face atleast 3 T34/76 in 4V4 game. The game will be over at 15 min.

...

Don't forget in some matchgame there is no Ost player which can provide motars. OKW's infantry support gun is a big big joke, they can kill 10 men during 40 mins game.
...



+1 dat :D
5 Sep 2014, 14:07 PM
#34
avatar of Alpharius

Posts: 56



I wouldn't cross fuel cost out entirely, it would make it too spammable imo.

I guess "easily obtainable" is debatable. The MHT is doctrinal if you don't have it equipped or chose another commander already it's getting difficult. The stuka still costs alot of ressources and you'll delay other vehicles.
On the other hand you can see your enemy's loadout before the match begins, so you're not totally unprepared.


If Soviet goes for FHQ, he gets no vehicles anyway, so you can calmly go to Stuka as you still have superior infantry.
5 Sep 2014, 15:35 PM
#35
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

not if he controls the fuels and thus ends up with a higher income than you.
5 Sep 2014, 16:03 PM
#36
avatar of Airborne

Posts: 281

if a player usses fhq, how he can win against OKW infantry? he only got cons witch no maxim,and no sniper. and you can easy do a stuka rush or just build a mortar.
Seriously OKW get also a FHQ, witch is cheaper, retreat point, tier, can build everything what's the proplem?
5 Sep 2014, 16:45 PM
#37
avatar of ludd3emm

Posts: 292

It's funny that none of the Axis fanboys in this thread forgets that Urban Defense is very map dependent.

Try to play Allies for the first time in your life and try to use this commander on Hurtgen Forest, Crossing in the Woods, Minsk Pocket and other similar maps and proove to us how imba FHQ is.
5 Sep 2014, 18:09 PM
#38
avatar of Strummingbird
Honorary Member Badge

Posts: 952

It's funny that none of the Axis fanboys in this thread forgets that Urban Defense is very map dependent.

Try to play Allies for the first time in your life and try to use this commander on Hurtgen Forest, Crossing in the Woods, Minsk Pocket and other similar maps and proove to us how imba FHQ is.


Lots of things are map dependent. Try using the Flaktrack on maps other than Langres, Minsk, and Crossing for example, or snipers on Stalingrad.


If that would to go through, then fuel cost should be taken away completely.

Both axis factions have easily obtainable early hard counters to it, the doctrine offers NOTHING other.


Mortar Halftrack is a good early counter. On some maps, though, the FHQ has such a presence that it very significantly delays the stuka. For example:
http://www.coh2.org/replay/23647/fhq-test

5 Sep 2014, 22:48 PM
#39
avatar of Hon3ynuts

Posts: 818

If they go for a HQ before teching the best counter is MGs, you can pin their units down and force an eventual retreat. If they have combined mortars in their force you should probably be able to tech to a Mortar halftrack or a stuka by that point in time. If you were Ost you can burn it by attacking ground with flamer pios. If you don't know the flamer pio trick its pretty tough to deal with as wher though

I dont think its too strong but without knowing its counters its impossible to deal with, it feels a little wanky but it can win or lose games and in that it seems balanced
5 Sep 2014, 22:57 PM
#40
avatar of Hogman512

Posts: 168

I think the main problem is the fact that you can't capture it like Coh1, and it still works in disconnected territory, which really it shouldn't.

I dealt with one a few days ago on Ettelbruck Station. The guy had about 3 conscript squads constantly reinforcing off it and another one of his allies had SIX mortars lined up next to it wreaking complete havok on us capturing the centre or ammo VPs... I knew quickly how to deal with it, got a Stuka, lined it up so it hit all of the mortars and the building itself and boom... Insta vet 1 Stuka and Fwd HQ dead. After that it was GG, he was pushed back almost instantly and the game was over a little while later.
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