Recon is my favorite USF doctrine.
sorry, i was getting everyone's position confused from the canister shot thread.
and yeah, that kubel-- the counter much like any weapons team is low level tactics.
Thread: 4vs4 as allied4 Mar 2015, 05:49 AM
sorry, i was getting everyone's position confused from the canister shot thread. and yeah, that kubel-- the counter much like any weapons team is low level tactics. In: COH2 Gameplay |
Thread: 4vs4 as allied4 Mar 2015, 03:54 AM
pop your first RE in your cutoff building, job done. In: COH2 Gameplay |
Thread: 4vs4 as allied4 Mar 2015, 03:48 AM
Here, here. The E8's are wayyy too expensive for what they do, and come way too late. The flamers and phosphorus are nothing more than a munitions sink, and what you're left with are rifles which, I suppose can be handy in the first 2 minutes timing wise, flanking a position quickly, or replacing a squad lost in the late game, giving them a leg up from stock, but otherwise you're left fighting without any doctrinal units or abilities which realllly hamstring you. They don't match the flexibility in the airborne or... and I know Alexzandvar will disagree with me, Recon. In: COH2 Gameplay |
Thread: 4vs4 as allied4 Mar 2015, 02:20 AM
As of right now USF lacks any early counter to the kubal, you gotta remember the counter for things sometimes exist tactically. a double RE start allows your first to get into a covered position/chase around the kubel while your other caps/flanks, buying time for your rifle squad to encircle or chase it from the field. if things go as planned you can expect around: 2 kubels, 2 volks squads and 2 Sturms, you'll have some mixture of 3 starting units and 3-4 combat squads/and or a maxim.(depending on force mix) divide and conquer. it'll take a lot of micro but win that engagement, force them to counter attack and you've put yourself in really good shape. In: COH2 Gameplay |
Thread: IS2 Achievements4 Mar 2015, 01:10 AM
I think the Jackson is triggering the IS2 achievements, I just earned sibling rivalry playing as the USF in a 4v4. Not sure if this is already known or what not, but, just an observation. In: COH2 Bugs |
Thread: Did I do better this time?3 Mar 2015, 23:34 PM
^^ my pleasure, Personally I think 3 grens are enough if you're supplementing them with one other infantry squad, such as: panzer grens, assault grens, or an extra weapons squad. In your case with the, (afraid I can't remember) 2 pg's? I'm not aware of the numbers but if your army would of maintained its composition, I believe it could of cost you anywhere between 40-120 mp/m which is a lotttttt, especially when lacking a medic station or other army components. I will add, the decision is pretty situational, by building 3 grens as a, core always have on hand army composition, you're given the flexibility and choice to requisition other units as necessary. |
Thread: How to prevent blobs3 Mar 2015, 12:14 PM
Along SteinerGER's points: would it be possible to make the game more static? What I mean is, give more bonuses for good cover use and penalize not only negative cover but, standard zones. Make getting caught in open ground a death sentence, force one to move from cover to cover. In: COH2 Balance |
Thread: OKW Redesign3 Mar 2015, 02:27 AM
That panther arrives at 17 minutes at around 20ish fuel/pm give or take, the current change would allow it arrive 3 minutes earlier with one less Ober squad, 1 minute after a very fast Sherman arrives, maybe I'm just getting caught on semantics. The idea of making the OKW starting units more dynamic and upgradeable is to make players want to use them. Make people want to get the JPIV or the Puma instead of just stalling for Panthers. And if your opponent does try and rush a Panther he will be so MP drained from it that you can just walk all over his tiny little army, and his Panther can't do anything about it (Due to it's very lack luster performance against enemy infantry). My point is, these changes would hardly cripple an OKW players current army composition, and if anything, allow the tanks to come out earlier, at such a time when there wont be any threat to their existence, hence no need to replace them. The goal is to make it so it's encouraged to get Light Vehicles and T1/T2 units instead of just rushing out a Schwer as fast as you can. Everything coming earlier just makes me want to get them... earlier, not use other units. In: COH2 Gameplay |
Thread: Did I do better this time?3 Mar 2015, 02:08 AM
Ok! Thanks for uploading A couple points of criticism if I may: I'll start with your low level tactics, which for the most part were fairly sound; however, you should emphasize forming more of a front, with your MG the main point of emphasis, and the grenadiers providing supporting fire. Focus firing with your units here would also improve their efficiency. This also makes things easier to micro when you come in with a plan and what you expect from your units. Far too often did you lose men/whole units entirely from molotov's and shock nades. Not to mention buildings: which I feel you just put units in, because you couldn't come up with anything better to do with them. For instance the first pio squad in a wooden building with 1 window, is basically nothing more than a death trap, especially with heavy cover walls a step away. Despite the game being neigh on over, losing a gren squad + mg at the end in buildings is really unacceptable and under other circumstances could've been your undoing. Along those lines, I feel you had a few too many squads. You should be able to get by with a support weapon and 3 grens into T2. When you start to get above that mark in the early game you can start to starve yourself of MP with the reinforcing, and with the Whermacht's expensive tech structure, one squad can mean minutes on your precious tier levels. I'll take a moment to applaud the HT as well, that was a good choice to allow you to keep the pressure on the south flank; however, with that said, it's best to pair it with a healing bunker and form a bit of a make shift fall back point, it isn't an offensive unit and unfortunately fell victim very quickly to the ZiS due to a lack of recon/misuse. A healing bunker regardless of it's position is really useful, again if you cut back on a squad, it isn't an issue. Finally in regards to your capping order I found it incredibly strange, you mustn't disregard the benefit of the standard points, this isn't CoH1, 2 standard points can provide the income of a single specialized point. By the 5th minute your opponent had double your income in almost every aspect, because he decided to cap all the points, not rushing for a fuel for instance, (i thought the wire to be a gratuitous waste of time as well, considering it would of been just as simple to vault or go around, the time spent capping is worth more in my opinion) which leads me to the final point along capping order, the whole game you didn't cap the 3 (eventually you capped 1) points near your base, robbing you of double digits worth of income, at 11 minutes, your opponent still had twice your fuel income despite you owning half the map, you have to have to haveeeee to cap those, it really should go without saying. I hope I didn't come off as too harsh, thank you for putting up your replay, it takes a lot of courage to put your play on display and want to improve, and I hope this input can help us all improve our games. cheers, |
Thread: OKW Redesign2 Mar 2015, 23:59 PM
600 MP and 85 fuel for Jadgpanzer? I didn't even consider the JP4. In: COH2 Gameplay |
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