Focus his infantry first and bleed his Victory Points as soon as possible. every time he drops a raken, capture it or wreck it. Try to coordinate an assault on his HQpanzer truck to deny him free repair and focus fire his sturmpio in order to wipe them. All of this before the KT hit the field. If done, he'll have hard time to repair it.
If he can field a KT, then the match has been much more close than you think.
My opinion: no more than 2 jacksons, otherwise you'll not have enough support around. 1 Stuart is key, its stun ability has great use vs big tanks since it doesn't need to penetrate. Never frontal attack or with smoke. Focus its support before the KT.
What can help fron stock option only:
Major reco run to situate the KT
2x Jacksons (no more)
1x Stuart for the stun ability
1x Sherman for the offensive smoke
Atnade
Zooks only if you can flank the KT
Backtiers T1 and build a m20 (no need to up the skirt, use it only to mine the roads)
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Post History of Esxile
Thread: help me deal with a tiger, king tiger 9 Jun 2016, 07:07 AM
In: Strategy Desk |
Thread: Early Game Harassment Theory Crafting9 Jun 2016, 06:34 AM
Early grenade and not being offensive is a first step to the defeat. 25 fuel wasted. The question is what do you try to achieve with your economy? Building caches? In: COH2 Gameplay |
Thread: New/changed bulletin ?8 Jun 2016, 14:20 PM
pfaust +7% range is cheated. In: COH2 Gameplay |
Thread: Supplies from All those Duplicates8 Jun 2016, 12:34 PM
I never understood the Victory Strike concept and hype, I mean who gives a shit about some explosions when the game ends? In: COH2 Gameplay |
Thread: Supplies from All those Duplicates8 Jun 2016, 07:13 AM
In the average, 120k but I have nothing interesting to buy so I keep them and see what Relic will propose us. In: COH2 Gameplay |
Thread: OKW (balance preview mode) - concerns and solutions7 Jun 2016, 12:49 PM
FlakHT murders squads like the Ostwind, but earlier in game and being much less touchy. And the micro is pretty much the same between both units. Have to be static to deal damage with the only difference that the flakht must be static to fire but has smoke panic button. Because it comes earlier and face less hardcounter.
USF AAHT doesn't suppress on the move and have far less damage output but suppress faster. it also doesn't fire 360, a 222 (210mp 15fu) in your blind spot and you are dead since it doesn't have panic smoke button. Knowing that, are you really sure the AAHT is much better?
MG34 is a suppression platform, flakht deals much more damage to single entity squad, the same synergy you see between HMG42 and Ostwind applies here at a much lower level but earlier stage in the game.
Maybe it is a flaw in the faction design, I can definitely agree on that. Now you also have to take some distance with the faction itself and see it through a global balance vision. Do you think the OKW faction, which is the best early game faction (0-5 minutes) will be balance if you can set up your healing building on the map when your early advantage comes to end and directly, from it, build a cheap (you said 50 fuel is too much) anti-everything HT (you said the truck could have some more dps)? I mean, we are in the balance section, I know the word is odd for many people who are only there crying for some buff to their beloved faction, but still, you have to think of it before making such changes. In: COH2 Balance |
Thread: OKW (balance preview mode) - concerns and solutions7 Jun 2016, 10:17 AM
What Firesparks is asking for here is: Why Ostheer has HMG42 and Ostwind? They reasonably do the same thing by denying infantry access. Why USF has M15 and .50 in the same tier? Why Sov has T70 and M5 in the same tier? This is a non argument, AAHT has a purpose, mobile anti infantry platform, dealing with Airforce if necessary. It requires micro to not have it like a unit you send in the middle of your enemy frontline brainless. It allows different playstyle and I can tell you it works if you micro it correctly, this unit is a pain in the ass to counter in good hands before medium hit the field and this is perfectly nice and fine. The price question is also irrelevant. the price is there to not let you have it too early even before your enemy can have a soft counter available. Remember why a Wc51 is so expensive in fuel? Remember why a M20 cost 350 mp?
Retreat and medic + HMG34 + ISG + maphack + upgrade pack isn't a good purpose? You can skip it for the heal if you are good enough to vet your sturmpio and use medic crates. It gives you a huge field presence bonus, the moment it is build up, no faction has the capability to destroy it. And on top of that you want more soft AI and AT power? unlike other factions, it doesn't deny you access to AT or support units (USF and Sov)
So less map presence, no free heal but powerful light and medium unit giving you a lot of mobility, to me it sounds like a good compromise. which other faction has a so early access to rocket arty? which other faction has access to a dedicated tank destroyer from T2 and potentially first building made? None. And for the rest, honestly do you need a better building clearance than super fast flamnade ensuring to kill at least 1 model per hit and then dot. OKW already has the best/cheaper/most available building clearance capability in the game, available on any volks squad. Let Relic corrects the bugs around the flaktruck and the unit would be perfectly balance. In: COH2 Balance |
Thread: OKW (balance preview mode) - concerns and solutions7 Jun 2016, 08:54 AM
I'd like too, but we are talking about the balance mode, not our personal wishful mode. In the current state of the balance mode, OKW has far than enough to deal with any type of situation if going unilaterally T1. HMG/Flak truck anti infantry + shreck/pfaust/Raken. What you are asking for is a unit dealing AI/suppression + AT vs light tank for a super cheap price, all of this with shreck/pfaust/raken on the field at the same time. In: COH2 Balance |
Thread: OKW (balance preview mode) - concerns and solutions7 Jun 2016, 06:45 AM
Are we talking about a faction having in the balance mod: T0 shreck + t0 Pfaust + t0 raken + T2 Puma + T2 jagpanzer + T3 Panther + ultimately King Tiger? And you are complaining because that faction have to make a choice between heal or early light vehicle? Not mentioning sturmpio still have medic crates and basic infantry passive healing vet3 (or vet4). Sometime, it is good to think the faction has a whole, on not only every single unit in a vacuum. Because at this stage I'll ask the M15 to be equiped with tulip rockets because you know it doesn't cut it when come medium tanks. In: COH2 Balance |
Thread: OKW (balance preview mode) - concerns and solutions4 Jun 2016, 17:03 PM
Build a Puma and stop asking for buff. In: COH2 Balance |
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