What people don't seem to get is that mgs are support units. They are made to give assistance to mainline infantry, they are force multipliers. An mg should be following your frontline as you advance or set up in green cover slightly back from your line as you wait for the enemies attack (with your infantry set up to defend it).
One of the relic tips even says this to the line of, always follow up your mg engaging troops with something else like a mortar for example (Personally I would prefer grens).
If you have your mg unsupported against 1 rifleman who uses both smokes and nades to get to you (15+30) as well as having double bars (120). Then why shouldn't a mainline front infantry unit who invested that Muni be allowed to beat a lone support weapon (who if in this situation has failed to support their own infantry in engagements and been caught on it's own where it can't provide support if no allied unit is around it) in combat. Especially since as Lemon mentioned it just requires you to packup as smoke is shot and either relocate to behind your own infantry (where you should have been anyway as you anticipate an attack) or moving up behind your infantry as you advance to meet them or to take ground elsewhere.
Profile of The Silver Sage
Signature
I decide..... if you live or die!
Post History of The Silver Sage
Thread: Ostheer - MG42 20 Feb 2015, 15:18 PM
In: COH2 Balance |
Thread: Remove Shreck from Volks20 Feb 2015, 15:02 PM
Actually, one of the most powerful thing that volksgrenadiers get are their passive healing at vet 3. The ability to keep a squad on the field without 3 of them being a cool breeze away from dying and NOT having to retreat to base is an incredible boon. What people don't realise about this is that having regen in the field on your core infantry saves you a ridiculous amount of manpower as well. All those men who as they move forward take fire from and defeat enemies, eventually get to the point where, as you say a cool breeze would knock them down and then you must retreat and reinforce. Now reinforcing allied squads usually is from only 1 or 2 guys left so that's say 20x4 (cons) or 28x3-4 (Rifles). I think this is also a part of the explanation for why OKW float crazy manpower. Volks don't bleed like other squads as they vet up, with the combo of reduced incoming acc and regen they are far too durable on the field. Tech pricing is another thing but I won't go into that. In: COH2 Balance |
Thread: Allied Early Game in 3v3+19 Feb 2015, 18:42 PM
Yeah M3 has very good sight range at vet 3 and is quite mobile, at that point in game it is very fragile so you are right to use it as more of a scouting and transport vehicle. Can get you back in the fight faster and it's funny when guards in M3 circle turretless vehicles and plink them to death.
Yeah I just don't understand this, why spend 200 MP to get +3 fuel when instead you could use that on a squad and cap another sector to also get muni and deny that resource to the enemy! What ends up happening is they then have no MP for infantry and you must fight 2v1 which inevitably leads to you being pushed back and then the cache being destroyed. Allies should be doing everything in their power to delay Axis late game and heavy tanks, not trying to beat them at their own game. In: COH2 Gameplay |
Thread: Allied Early Game in 3v3+19 Feb 2015, 17:26 PM
May I ask what players are using in the early game in terms of infantry and tiers? I find as Soviets T1 (scout car) is very good against OKW before they get shrecks and allows you to bully them until that point. However I use conscripts into t2 as I find if you use 1 squad to find out where mgs etc. are and then flank with others it works well. Also mortars can really screw over okw forward hq. T2 is better than T1 also in the sense that it's effectiveness in mid-late game doesn't drop as sharply as T1. For USF I find getting grenades with 3x rifles a must, for the smokes more than anything. Also flamers for both factions ignore the godly acc received bonuses of vet axis infantry. Rifles with 1 bar and 1 flamer are surprisingly dangerous in terms of AI. If you do this you have to go captain though. In: COH2 Gameplay |
Thread: Allied Early Game in 3v3+19 Feb 2015, 16:33 PM
And this is why many of them do not understand why others underline or even accuse the allied medium tanks efficiency in middle game (T34s, shermanns) Allied medium armor is quite effective used properly and at its time. Just played a 4v4 in which my USF ally made no rifles or RET, spammed fuel caches (which were destroyed 5 mins later) and then preceded to spam 50 cal mg and mortar trucks. Needless to say we lost that game within 20 mins and when I asked why my ally hadn't made any infantry the other Soviet player on my team firebombed my base as I was healing my own infantry. Some people just don't get that you can't do that and hope to win. In: COH2 Gameplay |
Thread: Allied Early Game in 3v3+19 Feb 2015, 15:42 PM
I've been playing a lot of team games the last few days and it's come to my attention that a lot of players who use the Allied factions play as if they are using Axis factions. Let me explain what I mean by this. The Allied advantage lies in overwhelming the enemy early on with lots of infantry backed by support weapons and light vehicles (at least in team games). Too often I see players letting that window slip by with a maximum population of 18-30 as they wait for later units to become available. That's not how the factions work, you need enough units to flank that mg42 or that kubel. 2 units of front-line infantry is not enough to hold map control as Allies. Calling in a late game unit won't save you when you've already lost 70% of the map by mid game. If you do this right you can get a fuel advantage which means don't wait for that IS-2 or expensive late game unit. Use your fuel surplus early to even further pressurise the Axis player by calling in mediums or else you are just wasting the work you put in. Mediums best window of opportunity is when you have taken early game map control, gotten a fuel advantage and called in that early medium armour. This allows your t-34 or Sherman to bully Axis infantry before they stockpile shrecks and before that panther shows up. Even better that pressure may force the Axis players to go for T3 (Ost) or call in a puma etc. (OKW) thus slowing the heavies even more. By the time the CP gets up to 10+ you'll be floating fuel if anything so spending it earlier on won't hurt. I've been watching replays where players are floating 400 to 500 fuel before call-ins and then they wonder why they can't hold any ground as mid and late game approaches. Now in saying this you can still be out played at the start by decent Axis players but at least it will improve your win rate and maybe even enjoyment of the Allied factions if you use them as they were intended. I am also not saying the game is 100% balanced but I really do feel that some of the Allied frustration comes down to them trying to emulate how Axis players use their own faction. (Axis play to their strengths in getting late game armour, Allied strengths do not lie here). TLDR: Allied players would have a much more enjoyable time in-game if they weren't trying to play their faction as if it was Axis. Holding out for late game call-ins and then wondering why they've already lost the game when they don't even take advantage of the early to mid game just leads to frustration. In: COH2 Gameplay |
Thread: USF Ambulance13 Feb 2015, 15:13 PM
Compared to other factions, USF has the worst healing/medic process, which results in MP bleed and half-assed map presence. It would be fine if you could set the medics to heal only within a certain area and not stray from that area while chasing a unit. So many times my medics end up at the front lines following a squad that is healed 99%. I pop RET in the medic truck and leave the medics at base. In: COH2 Balance |
Thread: OKW fast double Obers13 Feb 2015, 15:11 PM
Money where the mouth is, I like it! It should be a rule from now on, if you want to make claims be prepared to back it up and prove it in-game. In: COH2 Balance |
Thread: A new solution to the Volksblob Issue12 Feb 2015, 14:02 PM
The tribalism here is real I swear. Sierra, perhaps if 99% of the members of this forum are disagreeing with you then it is you who have the flawed logic. Your solution to the problem of volkgrenadiers blobbing with shrecks doesn't make sense. You don't change anything about the actual problem, if anything you just buff OKW. Making the stuka vet up faster will just mean people will be able to fire the normal barrage more quickly. Why would anybody with any sense waste 100 munitions on an incendiary barrage to burn a building when you can just flatten it with the normal barrage? The same logic applies to a blob, why hit it with fire that does damage over time when you can just vaporise them with the normal attack potentially wiping the unit outright? This topic might as well have just said, buff the stuka, give it faster vet. I cannot fathom why you are ranting and raging at other posters when they point out how little sense this suggestion actually makes. By buffing the stuka you somehow think it will reduce or weaken the volks blobs going around, think about that for a minute! In: COH2 Balance |
Thread: There are interesting players in Coh214 Dec 2014, 11:41 AM
I can't say I have ever had a problem in understanding his English even when he speaks quickly. In: COH2 Gameplay |
288844288831288368288312288286288273284819284817284234258466
Latest replays uploaded by The Silver Sage
-
You can rely on Ostruppen.... No really you can!by: The Silver Sage map: Faymonville Approach1-1,190
330463300533004
Livestreams
Offline
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.653262.714+1
- 2.72522646.733+3
- 3.1616560.743+3
- 4.1760341.838+3
- 5.10231.767+2
- 6.467255.647-1
- 7.753348.684+1
- 8.18857.767+2
- 9.34372.827+7
- 10.515201.719+2
- 1.1145570.668+8
- 2.481159.752+1
- 3.327104.759+1
- 4.307136.693+3
- 5.19051157.622+6
- 6.544349.609-1
- 7.603430.584+6
- 8.394165.705+7
- 9.417261.615-1
- 10.942406.699+7
- 1.939383.710+3
- 2.722384.653+14
- 3.1662802.675-1
- 4.599370.618+2
- 5.23182.738+2
- 6.522225.699+1
- 7.244135.644+2
- 8.18186.678+12
- 9.9838.721+2
- 10.8632.729-3
- 1.783361.684+14
- 2.520156.769+1
- 3.638272.701+2
- 4.1001565.639+8
- 5.28992079.582-3
- 6.14855.729-1
- 7.958260.787+3
- 8.19881073.649-1
- 9.480168.741-2
- 10.393168.701+2
- 1.969375.721+12
- 2.36321284.739+9
- 3.2062347.856+18
- 4.23993.720+3
- 5.14636.802+5
- 6.19434.851+1
- 7.12210.924+7
- 8.595293.670+10
- 9.10425.806+5
- 10.20361412.590+13
- 1.868447.660+5
- 2.444196.694+1
- 3.278117.704+6
- 4.1422823.633+8
- 5.265128.674+1
- 6.614366.627+4
- 7.1444768.653-1
- 8.11954.688+4
- 9.16244.786+4
- 10.12829.815+5
- 1.375260.591+2
- 2.16986.663+2
- 3.25191556.618+2
- 4.793343.698+1
- 5.318245.565+5
- 6.165109.602-2
- 7.217129.627+4
- 8.511276.649+2
- 9.180111.619-2
- 10.7816.830-1
- 1.23561.794+1
- 2.450237.655+9
- 3.17691140.608-2
- 4.978554.638-1
- 5.8326.761+2
- 6.248168.596+2
- 7.9644.686+3
- 8.194101.658+8
- 9.640428.599-4
- 10.13791.601+6
- 1.1468560.724+5
- 2.1001451.689+4
- 3.631267.703-2
- 4.20472.739+8
- 5.79812981.728+6
- 6.801227.779+8
- 7.17050.773+5
- 8.386236.621+4
- 9.46233035.604+5
- 10.335131.719-1
- 1.19961346.597-1
- 2.18956.771+5
- 3.682306.690+4
- 4.505328.606-4
- 5.23481468.615+15
- 6.231121.656+1
- 7.31901885.629-1
- 8.577231.714+1
- 9.1311590.690+13
- 10.1026485.679+1
- 1.1065569.652+2
- 2.1308880.598-1
- 3.854349.710+1
- 4.914316.743+2
- 5.392226.634+1
- 6.20476.729+1
- 7.331238.582-1
- 8.8019.808+2
- 9.562357.612+2
- 10.611414.596+8
- 1.19343.818+18
- 2.896542.623+2
- 3.21141517.582+4
- 4.235108.685+5
- 5.28786.769+2
- 6.695370.653-1
- 7.1003455.688+8
- 8.341139.710+12
- 9.902479.653+3
- 10.1170545.682-1
- 1.994221.818+55
- 2.579172.771+21
- 3.656109.858+4
- 4.1896651.744+3
- 5.22957.801+4
- 6.528191.734+4
- 7.299125.705+17
- 8.24599.712+20
- 9.13836.793+24
- 10.404168.706-1
- 1.16342.795-1
- 2.263120.687+4
- 3.320108.748+5
- 4.1184491.707+3
- 5.362146.713+3
- 6.281108.722+4
- 7.266138.658+1
- 8.410215.656+2
- 9.577230.715+13
- 10.7818.813+1
- 1.289161.642+1
- 2.306163.652-1
- 3.7923.775+10
- 4.7835.690+10
- 5.38472396.616+3
- 6.15148.759+4
- 7.7628.731-1
- 8.11373.608-1
- 9.192153.557+1
- 10.8242.661-1
- 1.20393.686+2
- 2.12028.811+3
- 3.515352.594+1
- 4.1027765.573+3
- 5.571376.603+3
- 6.914752.549-1
- 7.490303.618+4
- 8.859603.588+1
- 9.12669.646+4
- 10.25751723.599-1
- 1.48270.873+6
- 2.817140.854-1
- 3.560352.614+7
- 4.23359.798+10
- 5.449227.664+4
- 6.1386761.646+8
- 7.11830.797+5
- 8.348124.737+2
- 9.430306.584-1
- 10.1125403.736+1
- 1.454223.671+2
- 2.302102.748+17
- 3.448232.659+9
- 4.22971192.658-1
- 5.484214.693+3
- 6.236126.652+7
- 7.208114.646+4
- 8.755393.658+9
- 9.21795.696+1
- 10.243166.594-4
- 1.251113.690+13
- 2.897328.732+10
- 3.311182.631+4
- 4.678193.778+2
- 5.1678802.677+15
- 6.19289.683-1
- 7.12636.778+12
- 8.415282.595-1
- 9.17198.636+2
- 10.801597.573-2
- 1.27042302.540+3
- 2.929682.577+3
- 3.11132.776+6
- 4.467223.677-3
- 5.299200.599+4
- 6.136117.538-2
- 7.241171.585+9
- 8.672637.513+1
- 9.947833.532+2
- 10.548433.559-3
Data provided by
Relic Entertainment
Replay highlight
VS
-
cblanco ★ -
보드카 중대
-
VonManteuffel -
Heartless Jäger
Einhoven Country
Honor it
18
Download
3331
uploaded by XXxxHeartlessxxXX
Board Info
628 users are online:
628 guests
0 post in the last 24h
4 posts in the last week
13 posts in the last month
4 posts in the last week
13 posts in the last month
Registered members: 69054
Welcome our newest member, uscistranslationss
Most online: 4501 users on 26 Oct 2025, 01:00 AM
Welcome our newest member, uscistranslationss
Most online: 4501 users on 26 Oct 2025, 01:00 AM
Nigeria

MrSir