Depends on map, i usually play these Red Army commanders (offmeta):
1. Armored Assault - my favorite. It has good abilities and compensate lack of good tanks in late game. NKVD Disruption helps to be informed about enemy moves, and self-repair is always good addition, as well as IL-2M CAS
2. Airborne. i've heard it's really good in 1v1, but in 3v3 it works well too. Penals with PPSh-41 on urban maps are beasts, but should be played as glass canons. If you have Red Army mates, you can give them some ammo crates for their engineers/conscripts/penals/shocks to boost them too.
3. Lend-lease. Okaish doctrine with multirole infantry (AI/AT specialized), possibility to boost economy with trucks, not speaking about M4A2(76) with HVAP rounds. Doctrine lack of abilities, but provide good units.
4. Urban defence. Special for Ettelbruck station, also can work on Angermunde
Meta commanders already were provided by aerafield above, i agree with him
P.S. My list is for 3v3, and for playing in the team
>off-meta
>airborne
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I would have thought you would have known that SOV release had ZERO base defenses and no AT nades IIRC. At no point in COH2 history had SOV been on such life support lol.
its astonishing that they resisted the urge to have conscripts only equip 3 rifles for six models |
Trolololol they fucked it up, as expected by everyone who had 3 braincells
worse than coh2 in many aspects too xDDDDDDD
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if you play usf you will know that at 3 min it is not possible to have any of that unless you start the game focused on spending valuable resources to have 1 bazzoka on the field without even knowing if the enemy will have a 221 or something else . Which is certainly a sure defeat. USF mines are pretty inefficient and in the early game then. ridiculous.
you must read the enemy's mind, clearly... |
Your kubel is your recon, your anti-inf support/harassment, your anti-sniper, detection, far-off cap unit and so on. Believe me, as a vet V kubel user, it hurts to lose it. Getting a replacement kubel is an unthinkably bad move too.
"as a vet 5 kubel user" it isn't hard to vet up the kubel bro...
unless the enemy goes for UC/M3A1, -> get vet 1 effortlessly and park it into safety the second it isn't safe for the kubel anymore. Its a good vehicle, it will have paid for itself quite commonly by the time you lose it |
Have you actually used one against a good opponent?
using kubels really isn't rocket science, playing it safe is easy and it costs 200mp so a loss doesnt hurt
if the enemy has a m3a1 its a very reliable loss tho lmao |
This is what I have posted:
And I am glad to see that you agree with me.
In sort you have failed to provide any quote of me saying the 221 is bad and you are making this thing up.
I am not going to follow you down this rabbit hole since you are making things up in order to discredit me.
lol quoting himself and saying "I am not going to follow you down this rabbit hole since you are making things up in order to discredit me."
self awareness |
Kubel has the same sight range as a pathfinder (50) but needs a lot of attention and micro. (Doctrinal) JLI also have 50 sight range and camo in cover.
As for AA, your only option (other than flak HQ and flak HT) is the doctrinal 20mm flak emplacement. Tbh, the flak HT alone is enough to clear the skies of any real problems and gains vet doing so.
For reaching out, stuka is great but (doctrinal) LeFH has further range and arguably more firepower but spread out over many shots. Think of it like a bigger (fixed) and much meaner LeIG minus smoke.
...the most famous okw micro skill-based unit, the KUBEL.... |
the 221 is an anal tumor and doesn't even need to be in OKW or WEHR arsenal
but whatever, who gives a fuck about the game at this point |
Thread: Smoke11 Jan 2023, 00:27 AM
because it non sense and NOBODY use IT !. AND YET call it a buff
it would have been quite good if there was no muni cost, but they had to fuck up and give it ~30 muni to pay for what mortars do for free |