?
placing trucks in the base is an option but the alternatives are so strong almost no one does it anymore, certainly not in team games.
That is exactly what I've meant by saying "not an option"

Thread: Lend-Lease fuel drop and OKW base AA defences20 Feb 2015, 08:52 AM
? That is exactly what I've meant by saying "not an option" ![]() In: COH2 Balance |
Thread: Lend-Lease fuel drop and OKW base AA defences20 Feb 2015, 08:46 AM
Controllable flight where player can somehow affect crashing or uncontrollable flight with totally random crashing place? A lot better? You know, positioning medic HQ in your base sector also helps with it, but that is not an option. In: COH2 Balance |
Thread: Remove Shreck from Volks20 Feb 2015, 08:40 AM
This thread gets better and better.Some people still miss the fact that a single volks unit with a shreck assisted by a King Tiger can stall one VP for quite a while, two Frigin units. While as USF u need to bring a Sherman with HE and hope that he will snipe that volk and wipe him with one shot so you can try to capture the vp and again hope that this unit wont get wiped by the KT. That is definitly not a problem with volksschrek, but with KT. In: COH2 Balance |
Thread: struggling against OKW T3 with Bolshewiks20 Feb 2015, 08:30 AM
I guess you're talking about 1v1 format. I have zero experience with it, but still here is my thoughts on topic in general. OKW players usually go Mech HQ against soviets in 1v1, because maxim spam is too good against Medic HQ and Wuhrframen counters it. Soviets without ZIS have zero AT capabilities that can reliably deal with puma or Flak Halftrack THAT early. All those advices like "just oorah+grenade it with cons from multiple angles" usually lead to heavy MP bleed or even squad loss (if they get clumped) without actually destroying vehicle which just move back Mech truck for repairs. Mines are too passive and unreliable (can be set off by infantry). PTRS (doctrinal) are too slow to actually perform a kill. I guess without commander options and investing in ZIS the best solution would be rush T-34 (or even T-70, depends on map and urgency) or SU-85. T-34(T-70) will help you to deal with Flak HT, Luchs and infantry and SU-85 will help with vehicles only, but including Puma (try to take it down with attack ground once it pops smoke). Going T-4 for SU-85 also helps by opening access to BM-13 which is damn good against OKW forward bases, but you need to be careful with it. Best would be to prepare positions with mines to prevent panther from rushing for it. About high pressure of OKW infantry... If you have noticed that opponent tends to blob, try to lure him into demolition charge. If he is not blobbing - things get harder for you, but still wiping single volksschrek squad with demo gives you advantage in resources. Best lure is 120mm mortar (people hates to get shelled), which is also amazing agaist forward bases, but on the other side is big MP investment and vulnerable to Wurfrahmen. EDIT: You know, I've kinda rethinked my position. You need -50 + 50 + 120 + 125(100) = 245(220) fuel for first SU85(T-34) ONLY IF you don't tech molotov/AT nade while opponent need -40 + 40 + 45 = 45 for that halftrack or -40 + 40 + 80 + 50 = 130 for Luchs You won't be able to get those 200 fuel with uncountered Flak HT or Luchs around. You'd better build that ZIS in any case, which means T2 is a must. You can go T1->T2 or T2->T4 against OKW and latter is better, despite wurfrahmen. If you go T1->T2, your M3A1 will get countered by puma and schreks very soon, although with flamers they do huge damage to OKW, often wiping a squad or two. Snipers are good for taking out sturmpios and obers, but are weak against mass 5-man cheap volks. Investing in both snipers and Zis will take away a lot of capping power and mobility. T2 have it all. T2 just too good. Zis is a must. Again, I have no experience in 1v1, but I think build order (in general) should be like this: cons cons T2 maxim maxim (healing) maxim AT nade ZiS |
Thread: Ostheer - MG42 18 Feb 2015, 14:01 PM
Guys, seriously, give me any replay of any player where MG42 getting #rekt in situation, where you think it shouldn't be. I really want to belive you, but my own experience of using it just tells me that it is fine if used correctly. In: COH2 Balance |
Thread: Need help against SU Forward HQ commander18 Feb 2015, 11:21 AM
Try Mortar HT incendiary barrage. In: Strategy Desk |
Thread: Ostheer - MG42 18 Feb 2015, 10:32 AM
1) Why assume he will have more rifles than your units if rifles are 280 MP and grens and MG42 are 240? If they have teched grenades there should be even less of them as your opponent has invested MP and FU. 2) You can inflict more MP bleed if YOU gren THEM while THEY are suppressed. It is still victory for you in terms of resources. 3) If they are flanking your MG then it is right if you lost it. If not and if, as you said, they are out of cover, then they will get suppressed long before they close in into grenade throwing range. Because of spotter. It is hard to argue on such theoretic scenarios. Bring replay where you've encountered such problems, then we'll see. Without replay I see no point of continuing discussion on that topic. In: COH2 Balance |
Thread: Infantry run over by tank destroyer18 Feb 2015, 09:16 AM
Replay would be helpful. And entertaining... In: COH2 Balance |
Thread: Visibility on "dead" entities18 Feb 2015, 08:58 AM
So you're telling me it is intentional? How I did not notice it before and now I see it all the time? I'd understand maybe 10 seconds before wounded unit dies and loses sight but come on.. How can this be intentional? I don't know.. At least units should target them automatically then. It is you who should take the burden of giving order to finish them off. ![]() In: COH2 Bugs |
Thread: Ostheer - MG42 18 Feb 2015, 07:47 AM
It never happens if you use it with spotter. In: COH2 Balance |
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