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Thread: Sign Up for the Battle for Berlin 2v2 Tournament9 May 2018, 15:14 PM
In: Events Central
Thread: G43 rifles vs MG42 light machine-gun 7 May 2018, 14:26 PM
7 May 2018, 11:44 AMostpanzer
wich is better to use? Is g43 better on medium-range fights?
It is entirely situational. Generally speaking, if you want play more aggressive... use G43s with 3-4 grens. Otherwise MG42s are a no-brainer upgrade for all play styles.
At medium range I prefer G43s, simply because if a grenade gets thrown I can dodge it while still applying damage.
Hope this helps!
In: Strategy Desk
Thread: Looking for help against grits in 2v24 May 2018, 14:51 PM
Brits in 2v2 are heavily reliant on their ability to hold ground in cover, their AEC for push power and are hampered by static indirect placements.
As wehrmacht you should consider getting a sniper first against them in almost every setting (probably not urban). Their 4 man model squads mean that every sniper shot reduces their capability by 25%. After one or two shots, small pushes even with pios will win engagments against their positions.
If they chase your sniper, they have to face either an MG or gren wall. This will force your opponent to rush a UC, AEC mor their own sniper to deal with yours.
The proper response for the UC is to continually threaten it with grens, or bait it into an MG with incendiary rounds.
The proper response for an AEC is a rushing a pak, 222 or well place teller. Use your grens to deter the AEC while applying damage with your sniper. The 22 can win a fight against the AEC if a gren can land a faust. Alternatively, bait the AEC into a teller using your sniper.
The proper response for a sniper is to either build a 222 and rush it, or counter snipe him whiel he's out of position. To help you with this you may want to consider a doctrine that has air recon. Often both of your snipers will be cloaked but within range of one another, popping air recon will reveal his sniper - allowing you to quickly snipe him. A 222 will let you control the sniper while still applying damage with your own.
Thread: A general OKW discussion for new players25 Apr 2018, 15:32 PM
21 Apr 2018, 22:57 PMostpanzer
Welcome back, OP(?)
Yes STG upgrades are superior upgrades, especially at close and mid range. At far range they are about equal in DPS.
MP40s are superior to STGs in short range situations only, they really excel at vet 3 when you have all you received acucracy buffs - allow you to deal more damage over time as you drop models.
In a vacuum the LMG is better as it has higher DPS, especially at long range.
Realistically speaking, the IR STGs are better on the move, and can the majority of cover bonuses and are superior in clsoe range situations. This means their effective DPS in a fluid enviroment is superior, especially alte game where there is cover everywhere.
There isn't a really good source as of right now (the favorite web community source is no longer up), but you can pull the values from the modding tools.
But numbers are only valuable to a point, since this is a situational game.
My recomendation her eis to download the cheat mod off of steam, which will allow you to spaw/vet as much stuff as you want to test as many things as you want. Here's one of the two popular ones.
Basic rule of thumb is that if its an LMG,flamethrower or AT weapon - it will drop.
DPS is based on the number weapons held by the squad, and their given profiles. The shreck upgrade changes the squad from 4STGS to 3STGs, improving its AT profile, but degrading its AI profile.
Flamers get a bonus against units in cover, it is actually beneficial to be in negative(red) cover or nuetral cover when fighting flamers.
its safe to engage any number of windows at range in green cover. Ideally, you want to attack a side with 1 or 0 windows.
Absolutely, green cover over 10 range is preferable. Cover is negated at 10 range, so always fight in cover beyond 10.
You are correct in this assessment. There is no way to control which window has which weapon though.
This is good practice.
Here are some more tips. Treat it like an extremly mobile machine gun. Sight it with an infantry squad or cloaked rakten. If you buy a haltrack, always buy a ratken to back it up against light vehicle rushes. If it gets hit by an AT round, immediatly use the smoke ability, retreat and repair to full health. If your opponet is using smoke tomitigate the halftrack, use attack ground to counter his smoke.
No they do nto receive the cover bonus. The icon you see on the squad is just the level of cover most of your squad models are in. It does not speak to the direction of the cover, nor tell you if al lmodels are in cover.
This is why flanking is so important, as cover is directional (unless its a bush) - the best way to negate green cover is to shoot models from a different direction.
Issuing movement commands near cover will clump squads. Issuing movement squads outside of cover will disperse them. This is your best method of controlling the spread of infantry.
No but this is the best response to the situation you described.
No, all same scatter values apply - you're just directing the shots fired. However there is no "homing" or tracking feature to the shots.
Generally speaking, right cick is better when you have sight. Attack ground is better when your vehicle does not have los on your target. Attack ground can often mean hits through trees, smoke or othe obstacles.
Don't, put your t4 scherz at most covering your cutoff. Anything more agressive willopen it up to at gun / atrillery / handheld At fire.
This can happen very early in the game, so don't risk 100 fuel and the construction time if you don't need too.
Good players will punish you for agressive T4 placement.
Yes, it will kill everythign in a small radius where it hits. On retreating models it has a chance to miss, but is accuracte to gamble with.
I woudln't bother with attack ground, unless you specifically have a situation where there is a clump and the turrent isn't targeting the optimal location. The auto attack should be just as good at killing those clumps.
Wait till the next patch before using panthers again. If you must build a pnather, use it as a flanking unit.
Same answer as before, you can find it via the mod tools - but the community resource has recently gone offline.
It will hard coutner them, so long as you take advtange of the 60 range and properly screen it with infantry to prevent flanking dives and sight out to 60 range. Its great for killign tanks that were ambushed by your ratekens and are retreating as well.
It also benefits heavily from veterancy, so keep it alive to improve its stopping power.
The SU85 match up is the only one i'm usually scared about - its all about who hits who first. Both are TDs with 60 range.
The tank does not need to be fully stopped to get the bonus. You just need to hit the stop key before the next shot it fired.
All tanks, even TDs receive an accuracy moving penalty. So pressing the stop key jsut before firing negates this particular problem.
All explosives deal reduced damage to things in green if fired over the green cover in question. Ie a grenade thrown over the front of the wall at a squad will deal half the damage as a grenade thrown from the side or behind. A mortar shell that goes over a wall to hit a squad will deal half the damage compared to one that lands in front of the wall
It provides air support in the form of one AT plane and one AI plane. During the ability you can reinforce your falls anywhere on the map.
Full damage is applied by grenades to retreating squads. The RA modifier is for projectile fire only. If your squad is in green and the grenade was thrown over the cover they are in, it is better to take the grenade and then retreat. If the grenade came froma flank, its better to retreat or dodge.
Yes, dependant onthe tank. You will have to use the mod tools to get current numbers. Generally speaking, the farther you are the lower your accuracy and penetration. This is why its better to get up close and flank with t34s - they have excellent close range penetration.
In: OKW Strategies
Thread: Spring Update - Balance thread19 Apr 2018, 20:26 PM
No, its about effective damage taken. This game has directional damage applied to specific models based on a statistical distribution, mitigated by terrain and distance factors.
Two models allow you to defer, delay or spread applied damage from the distribution by leveraging the distance and specific models portion of the equations. Thus more models creates a moderately higher effective hp. This means the number of models a squad contains is a VERY BIG balancing factor when considering durability. See the age old arguments of 3 ostherr man team weapons vs 6 man soviet team weapons from the good old days, or 4 man grendiers vs 6 man grenadiers.
In the case of a retreating sniper squad you're usually only ever shooting on model at a time, the second model is taking no damage or partial damage. This results in cases where both models have 2 health, took no model losses and are safe in the base.
In the case of a mortar shell that 82 damage isn't being fully applied to the entire squad. Unless you've magically put both snipres models at the center of the motar shell, they will either both get out with low health or only lose one model.
In the case of a tank shell hitting a sniper, you're applying a ton of DPS to one model but not the other. So even though your tank shell dealt 100-120 damage, you only applied it to a single entity with 45 health or so. Wasting over half of the damage.
19 Apr 2018, 20:07 PMJade Buddha
They are though. For the exact same reason a conscript squad has more chances to retreat then a grendier squad does. This game is about directional damge applied to specific models.
The situations you make i dont think apply:
You really can't increase RA more then it is. Snipers already take damage really easily; increasing it anymore will create situations where literally every shot will land on them. Snipers will start dying to right clicks, not flanks - making them not worthwhile building. The RA on snipers is already high, and the patch attempts to bring their retreat RA closer to their base one to help reduce the frustrating retreats thing.
No the sniper team won't die because you have two models, that are a distance apart. The shell lands in one spot, not both. Unless you're bunch your sniper together in which case, rip.
Werfs are more likley to kill a sniper model (or squad) because of the saturated scatter Aoe profile it brings as opposed to single point and radius.
222 increased accuracy is already in the patch notes, its a problem against all infantry not just snipers.
RA doesn't help that much this situation (unless its really high, but we went over why you don't want it higher then it is), since damage is applied in a directional manner against specific models. Your falls target one model and volley him. The retreating model already home free. Or they split their fire, then one model gets sslighlty out of range and they switch fire from one model to another - failing to kill the first model they targeted.
In: COH2 Balance
Thread: Spring Update - Balance thread19 Apr 2018, 19:55 PM
19 Apr 2018, 18:00 PMJade Buddha
This is the point. The 2 man design is far too durable, and the source of a lot of issues. You use them because they are nigh impossible to kill, and therefore give you a very high return on investment compared to other faction snipers. A more homogeneous sniper dynamic is sorely needed, each differentiated by abilities rather then durability. The proposed changes reward infantry flanks...
Eg. Big flanks would clip one model, but the other rounds a corner and saves the "squad". Mortar shell lands and kills one model but not the other, it gets out. Counter snipe only kills one model, second model counter snipes you back. The 222 chases down the sniper, kills one model on a road but a con comes to cover with an AT nade and the last model gets out. Having cloaked falls ambush a sniper squad, killing only a single model as the second model retreats out.
These are all situations where the brit or ost one model snipers would've died,thus allowing the high ROI on soviet snipers to persist and generate more value over the course of an entire game.
This is similar to the 4man durability of ost vs 6 man durability of soviet argument. The one with more models is more likley to be able to retreat or stay on field longer. This is because damage in this game is directional and has to be applied to models individually to achieve a kill. More models = more chances to get out.
Another good solution would be to limit factions to one sniper each - but then that limits gameplay choice.
In: COH2 Balance
Thread: Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU)14 Apr 2018, 20:50 PM
Kharkov, Troyd (OST) & Solan (OST) vs Cesear (USF)& Eber(SU)
Thread: Your thought on USF early game13 Apr 2018, 21:42 PM
I'm not really asking how to beat them,
That's fine. I do not share your opinion and just trying demonstrate why. As it stands, rear echelons are more powerful and essential then they have ever in CoH2 been thanks to the smoke upgrade in the DBP, not to mention their abusive late game power when given weapons from excess munitions float.
is it a real suggestion or a joke?
Serious suggestion, I would say i'm rather experienced with USF
Having an early mortar isn't an advantage if it does jack shit
Mortars are the hard counters to MGs, if its doing "jack shit" you aren't using the unit properly.
The USF mortar has excellent smoke range (no need to tech) and negates the MG fully during any rifle push. Any Wehrmacht player worth his salt is moving his MG as soon as it gets smoked, or else risk being grenaded / run over. The mortar's stopping power is also extremely good and, should you just want to attack ground or bombard the MG to death/force retreat instead.
My opens against Wehrmacht are consistently 2 rifles and a mortar into LT (or 3rd rifle map control dependant). Sight for the mortar with rear echelon, use rifles to exploit gaps created by the mortar (smoke or bombards). The only thing you are truly powerless against is good sniper micro until your m20 comes out.
I'm unsure how Wehrmacht can establish an mg on your cutoff without you being able to punish them by grabbing their own cut off to delay until you get smoke / mortar / Light vehicle. OST is far more fuel reliant then USF and overall they are simply not as mobile as USF. OST will suffer long term if they have to go without fuel and need to split up their forces to compensate for over extensions.
Assuming there is an MG on your cutoff... in such a situation you should also be able to camp the retreat path with your rifles and wipe the overextended MG once you've pressured it with the mortar, or slammed into it with an early M20 / AAHT / smoke grenade + rifle& LT push.
Early grenades unlock access to smoke, which again allows you rear echelons and officers to negate mg fire or reduce your opponent's overall damage output.
Your first grenade will always be a surprise to your opponent as well, so there's a huge opportunity to wipe a squad with your first grenade.
Thread: Your thought on USF early game13 Apr 2018, 20:05 PM
I really think RE are the issue here, they should be more relevant that early. I think the issue is clearly the poor fighting capacity of Rear Echelon, the only squad they may have a chance to win early game is the pioneer squad if RE are in cover and Pioneer need to cross negative cover to close the distance.
While they lack raw firepower, they make up for it in terms of rate of fire. For example - REs are your go to hard counter for kubels. There should also really never be a situation where you are trying to fight REs vs sturmspio or pios at close range. They should be seizing a point, building a tank trap (green cover) and using the time to bleed whatever is charging them. A situation where a charging sturm bleeds 1/4 health and forces your rears to retreat - is a win.
Offensively, a common tactic early game is to push your RE + 1 rifle ontop of a volks squad. You'll come out significantly ahead - forcing a retreat and erasing the OKW squad advantage before your LT comes out. Also, do know 2 REs will beat a volks squad straight up at point blank.
They are also excellent for holding key points such as buildings before flamers show up. Any attempt on pushing the building will result in enemy model losses more expensive then your own.
Lastly they can build fighting positions and get a free automatic grenade whilst in them - forcing your opponent to abandon cover.
OKW is more brutal. They can simply rush you with a Volks squad and Sturmpioneer to force you off. If you happen to keep your cover they can simply deny it to you with an early flamnade getting the upper hand on the fight.
While true, this only emphasizes the need to play a defensive game early utilizing green cover. A sturm squad & volks squad charging a rifle and RE in green cover will lose most of the sturm squad before getting close enough to negate cover, never mind that while moving they are applying a fraction of the damage they would normally.
The volks in this scenario who throws the flame nade is wasting munitions assuming you simply move out of the way. By dodging the grenade you negate the damage of the model who has to throw the grenade while still applying your own. This also means he has wasted munis and gives you a weapons upgrade advantage over him later.
Worst case scenario is that both sides units are beaten up relatively similarly and need to retreat to heal. Best case, you've likley forced a retreat with most of your RE left and can keep capping whiel healing your rifle.
If you're facing kubel spam, REs high rate of fire in buildable green and low reinforcement cost will significantly blunt the effectiveness of the OKW strategy.
Ostheer have pioneer giving vision bonus, super early HMG and Grenadiers. If it happens that one of your riflemen squad is catch by the HMG, you are in numerical inferiority. Even if I flank there is usually the next grenadier squad reaching your point around the same time invalidating the flanking manoeuvre. RE are also useless for flanking, They may simply do zero damage... I had once a RE squad closing too much and losing vs the HMG support guys :/
Unlike OKW, Werhmact does not have a combat squad numerical advantage over USF. They are defensive in nature and you can simply just cap the map where they aren't, biding your time until you get tools to deal with their entrenched nature.
What you're illustrating here is the need to build a mortar early game, or get early grenades. Do not contest Whermacht MGs without the grenades upgrade. Unless you lind up a sick flank. REs work for flanking, but don't get on top of the MG as the supportcrew carries MP40s, keep about 10 range.
A mortar will allow you to force an MG to move, or negate its effectiveness/position with a smoke round. In this situation you have a hard coutner for one of the OST units, and two we
Grenade upgrades will allow your RE echelons to hard counter the MG with a smoke grenade and allow your riflemen hand grenades to threaten insta wipe if the MG are in the open, or get fucked in a garrison.
I have the feeling USF is again in a huge backstep early game vs OKW and Oshteer.
I disagree its a huge backstep, they perform very well given the immense tool set they possess. Grenades, mortars and fighting positions should allow you to hold your ground against any early game aggression whiel you transition into the mid game.
Thread: Heavy T1 Builds13 Apr 2018, 14:50 PM
8 Apr 2018, 21:26 PMTheGentlemenTroll
Hey guys, I was wondering about heavy T1 builds. How many grens are typical in a heavy t1 and should I get more than 1 mortar or mg if I decide to go heavy t1. Also in what situation is good to go a sniper? I'd also like to know peoples t1 heavy build orders. Thanks!
Speaking from a 2v2 standpoint, I use many flavours of a t1 heavy build.
Doctrine with a G43
4 Grens -> Balance Med Bunker & G43
AT gun or MG (get both eventually)
Reinforcement Halftrack (map dependant, allows more continuous pressure)
Stugs if AT needed, Werfs/Brum for AI
Try to use grens in at minimum, pairs when engaging. You need to take advantage of their high accuracy to focus fire and inflict losses on isolated squads without taking models losses. Cover is essential (in every situation), given a single model drop represents 1/4th of your DPS. Your pio is essential to identifying areas you can push two grens at one squad, find gaps in lines and most importantly avoid MGs in fortified positions (use mortart to smoke the MG or flank it).
3 Grens -> -> Balance Med Bunker & LMG
AT gun or Mortar (get order needed dependant)
Mortar (2 mortarts total)
Stugs or pak40s for AT, werfs for AI
In this set up we're holding key areas of the map and bleeding them out with two mortars. Any attempt to push into your shit will be met with MG fire and grens in cover.
Neither build above is set in stone, but should give you an idea. One of the biggest challenges you face with t1 heavy is dealing with light vehicles. Proper pak40 play allows for an early medium, but you can just as easily use a 222 and faust to hedge that t70, aec, stuart.
As for the sniper. Within the context of these builds you would swap out a gren for a sniper. You want to choose snipers on maps that are "open" or narrow - allowing your sniper to inflict losses with ease in a target rich environment. Maps that come to mind in 2v2 are crossing, alliance of defiance, minsk, rails. Snipers should primarily be used as attrition tools / lynch pins to create situations you can exploit with fewer infantry units and suffer fewer losses when the dust clears.