A well placed fighting position early in game can hold territory with minimal support. If it gets flanked you can always pop volley fire the closer the flankers get faster they get suppressed. (Place fighting position behind shot blockers so REs can lob the grenades while your Rifles close in).
RE can build Tanktraps that no other faction unit can build without a doctrine its the best Green cover available early in game. construct tank traps while capping so if you are caught by say strum pioneers you can pop volley fire from tank trap green cover, you will not loose any models in green cover when strummis close in.
2 squad of REs can repair a vehicles really fast. my standard opening these days is RF+RF+RE+Fighting position
Profile of ImSkemo
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Last Visit Time: 27 Oct 2019, 18:37 PM
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Game Name: ImSkemo
Last Visit Time: 27 Oct 2019, 18:37 PM
Broadcast: https://www.twitch.tv/ImSkemo
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Post History of ImSkemo
Thread: Why are Rear Echelon Troops so terrible?3 Dec 2014, 03:18 AM
In: COH2 Balance |
Thread: suggestion to deter blobbing volks shrecks2 Dec 2014, 11:15 AM
On the top of my head. Demo, mine, B-4, Bm-13. Well anything that goes Boom and doesn't put your own units in danger. Soviets can handle them blobs, shocks hidden behind shot blocker are amazing, ive see 3-4 shreck blob shredded by a single shock waiting behind a bush. In: COH2 Balance |
Thread: Volley Fire (abuse tip)2 Dec 2014, 11:13 AM
thanks guys, i get it now its part of the game mechanic, i was aware of the HMG but was intrigued when volley fire behaved similarly .. |
Thread: suggestion to deter blobbing volks shrecks2 Dec 2014, 09:13 AM
Gentlemen! Yesterday I dealt with shreckvolks & obers blob with 1 sherman with HE. If you ask how just cover them with your smoke bombs and crush them over. If you have .50 cal upgrade things are even better. And have a Jackson to cover your M4 from enemy armor. smoke as cover to advance ( i use it to retreat) nice use .. will try and see if that helps, every time i rush 1 or 2 shremans to crush them shreck blobs , i get shrecked bad.. may be the smoke will do the trick .. In: COH2 Balance |
Thread: suggestion to deter blobbing volks shrecks2 Dec 2014, 05:31 AM
Why do allies complain about "OP" volks shrek blobs? Common sense dictates to me that if I am an allied player and I see a volks shrek blob, I say to myself "because of the shreks, that blob is handicapped on the AI front" so I build an AI blob to counter it. Or are volks deemed so OP that even with shreks they can take on rifles with lmgs, shocks, etc? I think you dint read my OP correctly i said Volks shreck assited by Obers.. its pretty hard to counter and even if you win the engagement with BAR rifles he can replenish the losses more cost effectively(Man power wise) than you. So after like 2 or 3 skrims you would have bled more manpower than him even if you had the upper hand. As some suggested a good combined arms from US like HMG assisted BARs can win it its micro intensive requires more skill than OKW player with 3 Shreck volks + 2 obers + 1 Raketn / IEG (i hate IEG) at controlling units. i am ok with the current balance either ways it just makes me become better as US player In: COH2 Balance |
Thread: suggestion to deter blobbing volks shrecks1 Dec 2014, 19:56 PM
So the complaint of most of the players is the Volkshreck blob assisted by obers is kind of annoying and not fun. Some have suggested to decrease the accuracy of shreck at range , Here is my suggestion, Increase the reinforcement MP cost for volks if they get shreck upgrade, he can blob all he wants but if he looses the first engagement it should proove costly for him to reinforce. In: COH2 Balance |
Thread: Volley Fire (abuse tip)1 Dec 2014, 12:58 PM
This isn't new, but it is hard to master and keeping the RE alive is really really hard. Good explanation of the mechanic though. I don't think it's abuse. You have to select a squad to activate it, but the ability is supposed to reduce rate of fire and increase weapon suppression for a time. So using how you mentioned is much the same as changing targets with an hmg. the abuse part is the suppressed units continue to be suppressed even when Rifle squads are firing at them and Rear echelon have stopped firing. the suppression doesnt disappear even after 5-6 seconds as long as rifles are firing they will be suppressed even after alike 10 secs usually opps retreat by that time. i have even see a case where you start volley fire after 2-3 volleys move your RE squad away and let Rifles fire on the squad and suddenly the squad gets suppressed ( this wasnt happening before). |
Thread: How does RE volley fire work?30 Nov 2014, 03:24 AM
You are correct don't activate if your opp is in cover but usually they rush to you so as soon as they leave cover activate it, closer they get faster they will be suppressed, after 2 or 3 volleys you close in on them they will get suppressed . Now for the fun part a suppressed squad will continue to be suppressed even when fired by rifles. I usually change target in mid of volley fire once they are suppressed so I can suppress 2 squads using a single volley fire. |
Thread: Greyhound gets amazing vision range @ vet327 Nov 2014, 19:39 PM
Well... t70 has nice vet 2 range, okw got panzerfusilier g43 range so I guess it's ok to have such recon unit t70 cant fire while using scope and PF range is good for infy but greyhound vet3 range is i think same as the spotting scope with added bonus of active all time.. the only challenge is to get it to vet 3 ( a few canister shots will help ) |
Thread: Greyhound gets amazing vision range @ vet327 Nov 2014, 13:45 PM
After waiting a very long time for RNGs to bless me a recon commander i got tired and purchased it , the Vet3 Greyhound has almost same vision range as oshteer spotting scope upgrade and to top it its active on the move. it doesn't say so in vet3 upgrade description which kept me wondering.. My jacksons got a new partner from now. |
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