The artillery doctrine is largely useless beyond the first two abilities. And only with anvil to make the base arty useful.
The valentine's obvious problem is that it comes way too late to be useful. In its current state it should be closer to 5 CP (matching the ostheer puma). Even then I'm not really sure what role it would fill. I've never found it that great against inf personally, but that could be because of all the shrecks at that point.
I'd love to say something about the valentine's vet 1, but I've never actually got one to vet 1.
The sexton just has no impact in the vast majority of situations, and certainly not enough to waste resources that could be spent on any other tank that would have an impact. I don't know the stats, but the shell seems to have virtually no damage radius.
The 12 CP artillery overwatch ability should be renamed "turn your map sectors orange" or "I didn't like munitions anyway". |
Indeed I do!
Bofors decrews somewhere around the 11 min mark, top side of the map next to the VP.
http://www.coh2.org/replay/42549/bugged-bofors |
Decrews, recrews, remains inactive and unresponsive afterwards. |
As the title says, I had a bofors emplacement that got decrewed while braced. I recrewed and repaired the emplacement, but it did not fire for the rest of the round.
I tested attack ground and the barrage ability, neither of which worked. I did not try bracing the bofors again. |
Commandos become a bit useless as an ISG counter once they get the panzer HQ up though. That and even if you kill the crew, he'll just recrew it again when you leave.
The only thing that I've found that even half works is arty commander + anvil tactics. If they're in the open it should kill the crew and wreck the weapon. It's another mid-late game solution to an early game problem though (+ nearly everything else on that commander sucks horribly). |
Quite frankly it makes the game boring to the point where I might just stop playing after having picked it up again for the brits.
The ISG basically means you can't use infantry, weapons teams or emplacements. That leaves you with basically nothing until you can get tanks and if the OKW has half an ounce of sense they'll have something to deal with those when they arrive. |
Part of the problem with the ISG vs mortar pit matchup is that the ISG is often sitting next to a medic truck, so any damage it takes from model losses can be replaced pretty easily. The pit on the other hand has to be repaired by engies who will get hit by the ISG as well. I think there's a penalty for squads that are building/repairing isn't there?
Add in that the pit is a much larger target and you're basically relying on rng wiping out 3 out of the 4 isg crew quicker than they can be replaced. Sure the isg will bleed, but the pit will be dead. |