T34 ram its way to situational. Even more so considering the ability has a minimum range that goes against the expected behavior of the tank in armored engagements: attacking from the flanks and as close as posibleIf I am playing with a 34/85 commander I might build 2 and then one 76 for cheap rams. The ram ability can also be used to close range if they are on the edge of the ability and backing up. Back when you could stack bulletins 3 ram range bulls could have you ramming from outside the vision of most armor.
Profile of Captain QQ
General Information
Register Time: 11 Aug 2014, 06:17 AM
Last Visit Time: 2 Mar 2026, 06:07 AM
Steam: 76561197975072754
Nationality:
United States
Register Time: 11 Aug 2014, 06:17 AM
Last Visit Time: 2 Mar 2026, 06:07 AM
Steam: 76561197975072754
Nationality:
United StatesPost History of Captain QQ
Thread: T34/76 role in the current meta12 Nov 2018, 21:29 PM
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Thread: Remember when ...22 Oct 2018, 18:43 PM
Why do you hurt me like this? In: COH2 Gameplay |
Thread: Relic please fix bugs Company of Heroes 213 Oct 2018, 22:47 PM
Current bugs I have noticed: Don't forget the Zis bug In: COH2 Bugs |
Thread: Relic is near bankruptcy (mod edit: allegedly)18 Sep 2018, 03:42 AM
In: Lobby |
Thread: SOVIET COMMANDER REVAMP DISCUSSION1 Aug 2018, 18:51 PM
It has always bothered me that for as well known as the Soviets were for massed artillery there is no off map Soviet arty that isn't a joke. I would love to see a sector arty ability on a Soviet commander on par with the other factions. In: Lobby |
Thread: SOVIET COMMANDER REVAMP DISCUSSION1 Aug 2018, 18:34 PM
Actually I find it hilarious that there arent commanders with IS-2 and Guards combo when in real life IS-2 were only operated by and delivered to Guard Armies. So much for Relic's "historical realism" Not to mention the equipment and armor given to German factions is late war while Soviets get early-mid. In: Lobby |
Thread: SOVIET COMMANDER REVAMP DISCUSSION31 Jul 2018, 16:01 PM
Urban Defense Tactics: I love this so much that there is no way it will ever happen. PPSh seems like too much. What if they got x2 Flamethrower x2 Mine Detector (faster disarm/wirecut), armor, and could place the AP mines and tank traps from defensive tactics. You get it at CP 2 but it would need to cost at least 80 muni for the upgrade pack. Call em Assault Engineers. God I miss double flame Penals. In: Lobby |
Thread: Big Annoucement from Relic9 Jul 2018, 20:32 PM
I have waited 5 years for my Order 227 commander. NOT ONE STEP BACK O T O N E S T E P B A C K Make it happen Relic and I will take back most of the bad things I have said about you over the years. In: Lobby |
Thread: Coming back after 2 months5 Apr 2018, 15:47 PM
In this replay you did a good job initially pushing off the volks and spios but then followed that up immediately with a 700mp float that crippled you for the rest of the game. You had enough MP and fuel to build a SU76 at 11 minutes (something which you have a bulletin for) but skipped that tier completely when you knew the enemy team had a fuel advantage since they had not put out a light vehicle. That map is not the best for shocks as it has a lot of open ground. Guards and AT guns with SU76 (free barrage vs the zis) would have been a better choice overall in this situation IMO. Also sticky nades.
In this replay you start by fighting a spio in a building loosing 2 models. You take the far green cover which is good but better is avoiding them completely. In fighting him there you were fighting on his terms. I assume your teammate is a friend so I hope you let him know the Wehr player had sent his MG to the OKW side. With that in mind the two of you could have doubled up on the north fuel to make sure it didn't get lost. You did a better job this time recognizing the need for sticky nades early but lost both upgraded engi squads by being too hyperfocused on the flak truck. You didnt need to focus on it after the nade was thrown since there was nothing else you could do to it. And once agian I see you floating Something else you could have done is use inf and an AT wall to stall for a KV1. Ultimately your main problem you need to work on is floating MP. Address this and unit preservation and you will see yourself doing better in game. |
Thread: How to avoid mp bleed?5 Apr 2018, 15:01 PM
If I am going con heavy I try to never have more than 4 conscript units as after 4 I start to lose track of them and end up losing squads or bleeding mp to the point were tech is delayed. If I end up against OKW I always have cons in groups of 2 in order to overwhelm any spios I find. Keeping spios off the field is a must in the early game. If your opponent puts out double spio do everything you can to blob up vs them. You have to punish that shit early before it gets out of hand. 2 cons and a flame engi can take on much larger forces early game. When they focus the engi, merge your cons into the squad to keep it on the field. |
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