You can also rush his own cutoff with your squads, it is not like he'll be able to cover all the map while keeping his sturm at your fuel/cutoff. |
You realize that the mg42 doesn't know where you're attacking from too right? Difference is, if the mg42 guesses wrong (or is flanked) it can often result in a wiped (or even stolen) mg. On the other hand, the riflemen can simply retreat and no harm done except a failed attack. Setting up mgs requires similar "intuition" to flanking mgs.
If you want to see the enemy before he sees you, use m20 or pathfinders. This encourages combined arms just like having pios spot for mg42s.
Can you remember us the pioneer vision range? |
The whole point I'm making is that the 1 con and 1 engi STILL cannot win over a spio about 80% of the time. EVEN IF I RUSH MY FUEL. You just assume I am stupid to make your "argument" sound like it is coming from a position of knowledge when in fact you are either willfully misrepresenting my position or you can't converse like an adult.
So don't rush your fuel.
We all agree SP that early with the Kubel behind is a problem but you can easily overcome it by capping everywhere else.
Plus, with practice you pretty much know where you can send safely your capping unit, where you'll have the advantage etc... |
I feel like a prophet always talking about Jesus WC51 rush vs OKW. Here again, I will.
RE start = occupy critical house
1xRE - capping duty
1xRM - waiting at the map entrance
WC51 - load your RM and get a ride. Use the push technique to not let his squad in cover.
2xRM
1xCapt - keep him at your base to faster the next units building time:
1xPak
and in the order you want:
1xStuart
BARs
Grenades
With this cheesy strat, the more the OKW player is pushing you early game the better it is.
1- He put his ST in a house at your cutoff, cap around and rush his cutoff/kubel/volks. You'll see his sturm coming back asap and pick him like a cherry on the top of your birthday cake.
2- he chases your RE with his ST, rush him with the WC51 and rape his ass. Next go for his cutoff/Kubel
3- always focus to take him his fuel point, you have to pay for your 40fuel WC51, so don't lose it, cut his fuel and link it to your HQ the longer you can.
4- Your WC51 and the Rifle inside will vet really fast, I mean do not be surprise to get vet2 in less than 5 minutes.
5- no manpower bleed. If you don't lose your WC51, you'll suffer near to 0 manpower loss.
6- You're pretty sure he goes T1 because he need shreck asap and heal.
The only counter he has early game is to stick his troops together or early raken + fast T1.
But at your level, lower but around mine, you'll pick up each of his squad 1 per 1 and completely destroy him.
tips:
If he goes sturm + kubel push, a WC51 is still a good option, unload your RM in cover at distance of sturm and focus fire on it. Adapt depending on what he is focusing usually your WC51, so unload + retreat the WC51 to keep it at support range.
Do not underestimate the point blank damage of the WV51 crew: if he is rushing your WC51 from flank and you see it cannot make it, press D + T button to unload your RM first (instant) and the crew (3sec delay), you'll ripe him. You can also only press T to unload all of them (3sec delay) but careful to not lose the WC51/crew + your squad because of the delay. |
Relic claimed that okw is super early game faction, didn't they? 
Actually it is a super all time faction  |
Spios as starting unit are mostly fine.
If there is one thing to complain about, its the free 100mp OKW gets at start over all other armies.
OKW wouldn't be the special snowflake otherwise. |
Open map:
Starting RE
1xRE
1xRM
1xWC51
2xRM
Capt
Pak
Stuart
Micro well your WC51 and you'll get rewarded of a Vet1 or Vet2 rifle before 5 minutes play. |
Except ostheer and OKW haha 
I would like to see a little delay of like 1-2 minutes of vehicles.
In my opinion the vcoh USF was a great example, 1) 4 rifle bar tech 2) 3 rifle early nade tech 3) M8 rush and it was all viable to some extent. Atm in this meta you know there are no nades coming, Mo early bars but early vehicle, every.time.
Correction.
Vcoh USF had a T1 Jeep to hunt snipers and to go non-meta 4RM start, USF could also build T2 first which, in a 1vs1 perspective was suicidal but much more interesting in 2vs2 and above teamplay. Last but not least, you could go T1+T2 as USF to have a strong infantry play but no AT.
Delaying light vehicle play by 1 or 2 minutes is just a way to make Ostheer/OKW early game more powerful than it is. the M20 which is the best light vehicle in game is perfectly balance vs Ostheer/Sniper/grenfaust and OKW/Sturm-rape-pio/raken/vshreck.
|
As those of us who play all five coh2 factions know, veterancy works the same way for every faction and for every unit. Your unit does or takes damage, it gets veterancy. It kills models or tanks, it gets veterancy, etc.
Those of us that played coh1 know that the veterancy systems were different from each faction.
For those that don't know...
Veterancy was only added when a model or tank was killed, not damage.
U.S. faction had more or less the current vet system
Wehrmacht had purchasable veterancy
PE had veterancy like U.S., but values were shared to nearby units and options were given to the player
Brits had veterancy attached only to officers.
So, anyway, I see a lot of talk about purchasable veterancy and how people miss it.
Why is that?
While it made sense historically, to bring in veteran/crack/elite troops from the Eastern Front, it seems, from a gameplay perspective, that this system does not aid in unit preservation and instead forces players to choose between new units/tech and veterancy bonuses. Why do some people want this/think it's a good system?
Do people think the PE system of veterancy was/would be a good model to use in the future? It was cool to get vet on non-combat units like kettenkrad.
The British vet system seemed a bit silly as well. Veterancy adds another dynamic level to unit preservation that builds on the limited resources/weapon upgrades that promote unit preservation.
In general, though, it seems silly to drastically change things that aren't broken. But why do some people do want to change the veterancy systems for some or all factions?
I liked US veterancy system on Coh1 but it would completely break the game to apply a similar model to Coh2.
Imo, the best that can be done today is probably apply a general nerf of 20% veterancy speed rate for all infantry squads, they are vetting too fast actually. |
I found a good tactic actually.When you see a mg setting up in a building , go near to it and start firng. When it has set up ,go around it and continue fire .
Instant set-up make it complicated. |