Oh yes, remove FRP and gives HT-reinforcement to every factions. Can't wait for RifleLMG blob can reinforce on the battlefield are too OP.
People just do not evaluate the risk from their wishes.
I'm not particularly against removing FRP but how many of you are actually using HT efficiently and see their true power associated with a blob?
This and OKW and USF doesn't have access to mortar and HMG early on, so how will those faction be able to hold the line while 1/3 of their army is at base reinforcing?
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Thread: Remove FRP? yay or nay.27 Jan 2016, 07:49 AM
In: COH2 Balance |
Thread: 22226 Jan 2016, 21:48 PM
Too hard, it requires coordination. I'd love to see the 222 costing 40/50 fuel and being able to counter Stuart, so I can rush M20 and rule the field for 4 more minutes. In: COH2 Balance |
Thread: 22226 Jan 2016, 10:37 AM
50 fuel mean you leave an full open windows for light vehicle play. So yes, the first couple of weeks will be at your advantage until people release they can go M20/Bren/M3 and being uncontested for 3-4 minutes and rape you till your base defenses. In: COH2 Balance |
Thread: Non-meta strats26 Jan 2016, 10:30 AM
USF mechanized commander works wonder on 1vs1/2vs2/3vs3/4vs4 vs OKW. Just veto heavy urban maps. Work well vs Ostheer but you need much more micro. Starting RE rush choke point building. Do not try to cap anything on your way. 1xRE going capping 1xRM wait at the base 1xWC51, load RM and go for a ride: Objective is to kill the Sturmpioner. Use its pushing ability to not let the squad fireback. Do not forget to chase him on retreat. If he doesn't retreat it before losing 2 models you have 80% chance to kill the squad on retreat. The RE on the building is there to deny it access, at the moment you engage the fight with the WC, you can leave it and assist the kill/cap. Next, chase the Kubel, its probably capping on the other side of the map. That's an easy kill. Repair and continue to chase his volks until he decide to field a Raken. On the mean time, 2xRM + BARs You should have cap 80% of the map, both fuel points included. equip BARs, Use your WC51 on flank only, be careful of the raken. If you keep moving, you have low chances to get hit, just use the WC51 to harass with a RM as spotter. 1xCapt Captain, use it to speedup your pak Howi building time Captain to speed up your Stuart building time, exchange WC51 and Stuart crew Recycle your WC51 (you should be CP2 by then) This strat leave you with a lot of MP, you shouldn't be losing a lot of models so 90% of the time, I build Pak and Stuart in a raw. Mid to Late game like you feel it. I usually build a munition cache to be able to spam CP8 arty barrage ![]() You'll probably need a bit of training, do not think the strat doesn't work because you lose your WC51 on your first games, you really need to learn to micro it since the unit doesn't have a incredible pathing. WC51+RM > double Sturm if you keep pushing them. WC51+RM > double Volks if you keep pushing them. Garrisoned squads > WC51+RM in most of cases Volks at long range > WC51+RM, they are hurting the WC51 pretty badly actually. In: Strategy Desk |
Thread: 22226 Jan 2016, 10:07 AM
You can do whatever you want with a 50fu 222, you'll just lose before you can field it. In: COH2 Balance |
Thread: Axis panzershrek spam blobs- i'm losing it26 Jan 2016, 09:52 AM
I'm at the point were uninstalling the game sounds like a good idea. Don't take it wrong, but building many HMGs is a wrong tactic vs blob except going full Maxim spam. What you need is combined units and focus fire. Your HMG eventually suppress the blob and then you select 1 squad and you focus fire on it. The idea is to deal so much damage he'll be forced to retreat it or its dies and then you select the next squad. Focus the squad equipped with a shrek first so you may kill him before retreat. From experience I won more games with UKF partner when they rush close to the choke point and build a trench and wait. It doesn't mean to cap the choke point first, but to wait that you have enough units on the sector to secure it completely. It also force Axis player into indirect fire units = less capping and pushing power, you have to use it at your advantage with a fast AEC/fast Cromwell. Going fast FireFly or Comet is a wrong tactic as well. I see so many UKF players skipping the cromwell just to build a comet/Firefly 5 minutes earlier when they are still not necessary is a ticket for the defeat, and my defeat as well if they don't listen. Cromwell is a must have. Or you go fast AEC or you go fast Cromwellx2. This mean you must learn to crutch infantry because this is how you'll deal with the Cromwell, you manage to get the blob firing its fire slavo somewhere else and you rush it with your cromwell and crutch them all. If you have a good crutch, you finish it by rushing his HQ and wreck it. In: COH2 Balance |
Thread: shane 29 sydney australia 26 Jan 2016, 08:56 AM
Do you practice surf at manly beach like any Sydneysiders? Also are you agreeing that Melbourne is by far a better city and deserves the title of Capital of Australia (we all know Canberra is just a big national parkfull of kangaroos in the middle of nowere). Also welcome ![]() In: New Members |
Thread: Allies is almost impossible to lose in 3v3/4v426 Jan 2016, 08:48 AM
Hello. Its pretty much the opposite, OP made the thread to show his e-penis with 18 or so victories streak in 3vs3AT and rank1. In: COH2 Gameplay |
Thread: 2v2 USF ONLY!26 Jan 2016, 08:43 AM
Can you post some replays? Also why do you build a 222 if you only face a rifleblob? In: COH2 Balance |
Thread: Allies is almost impossible to lose in 3v3/4v426 Jan 2016, 08:18 AM
3vs3 is probably easy mode for ally AT, I played a 3vs3 on Redball Express yesterday, how could Axis win on that map on 3vs3 if the Ally team has some coordination and know how to play. Imo 3vs3 is a really special flavor because its all depending on the map, or its too small: 2vs2 maps adapted for 3vs3, or its too big, 4vs4 maps adapted for 3vs3. On 4vs4, Allies require much more coordination than Axis. You can play as Axis more or less as you want and it will always fit the meta. Playing Allies requires you to stick to the meta, to pickup a role and not deviate from it. I think also easy OKW blob is deserving Axis teamplay. I faced many Axis team that just blob as OKW and support as Ostheer. The strategy is really poor and only works vs lower skilled players. So when they face equal skilled players, they don't know how to use their effective tools (luch/puma/flakHT etc...). I see that when I play 4vs4 with my clan, if I'm with 3 good players, we usually win easily. If I'm with some less skilled players, we usually lose or win with a lot of difficulties because some of my mates still have difficulties to counter blobs. Last, position is an important factor. If you can decide were you start on Steppes (for example), its already a big advantage Allies have on Axis. In: COH2 Gameplay |
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