Select shock rifle doc > maxim spam > su-76s > rack up kills until you have IS-2 > move in maxims, tank with IS-2 (or KV-8 earlier), kill schreks that come near it with KV-8 or quadtrack positioned behind, barrage AT guns and mgs with su-76s, wait until he tries to flank your su-76s > reverse su-76s and open fire > micro damaged ones back > win
That's my strategy. Conscripts and T1 are a waste of resources against OKW, you will just get outcapped, outspammed and beaten up, and although they can work against Ost T2 works better except countersniping if you absolutely need to. But maxims have the cheapest reinforce in the game anyway. If you want to rely on T3 then get shock rifle because you'll need something to tank for your su-76s, if you want T4 then get whatever (anti-inf is pretty good because you can recon, and then fear propaganda his schrek blob and incendiary bomb his AT guns before you charge in your t-34s) but I'd recommend 76s over 85s because they're so much cheaper in cost and pop.
But make T2, don't be tricked by the patch changes into thinking the other starts are as viable. Penals suck against an Ost player who has learned how to use machine guns, they always have, they're expensive and don't have a capping bonus like coh1 riflemen did to make up for not having a gap closer. And against OKW if you go T1 and/or conscripts you'll lose the capping war to his kubel while he ties your penals/conscripts/snipers up from garrisons and green cover, then he'll simply outspam you, focus fire the squad you upgrade flamethrower on, sturms destroy any squad that tries to close in on his volks, as well as use his field HQ to get back to the fighting and capping faster than your units. He'll have his fuel point while contesting yours and then it's gg. |
And the reason why you hardly see anybody doing it is that a high mp cost unit with no sprint (don't try to peddle the their locked-behind-vet one) plays exactly into the strength of a hmg-based faction... dunno how bad you have to be to consider that a unit which is worse against Ost than conscripts are (because they are cheaper to support snipers with, better against garrisons, better able to contest map control, have a snare....) "breaks the balance". |
Thread: t-34/859 Jul 2016, 21:38 PM
0,5 moving accuracy + snares = can't flank = just buy tank destroyers and artillery or IS-2 and SU-76 combo instead
They also take 14 pop while 76s take 10, and 50 more fuel. The first is significant in long games, the second for their timings contra 76s and makes them a riskier purchase because they're not made to be durable. And they're good in basically the same scenarios anyway. Yeah an 85 is individually better against tanks, but you can have 3 76s for every 2 85s which evens those odds while taking more hp to destroy and spreading out your resource investment. |
So while I feel like I've figured out UKF in 2v2, I don't know about 1v1.
It's not like I'm new to losing by exploits (marder rush, halftrack base dive - although I don't remember facing the latter much if at all, because Wehr simply piospammed instead) and map control (pio spam and ketten spam, although unlike any map control strategies in coh2 those two also fit in the exploit category). But unlike the coh1 brits I don't fully know the ins and outs of UKF yet, so I don't know what the proper responses are, what you're supposed to do.
1) Kubelwagen
It guarantees him control of his side of the map while he sends his infantry to stall you. The only counter I can think of is sending a bren after it, but that's at the very best a zero sum game, because as soon as your bren goes away he sends in his kubel again. He also has t0 repair which you don't. And even if you do force the kubel back, the bren's damage is too low without an upgun to join a fight somewhere else and have a decisive impact. It's not like he needs to be aggressive against it when it comes, he can just let his inf sit in cover/garrison, because if you're not stopping his kubel he's winning. What do you do against it?
2) Halftrack exploit
Ost simply loads his stuff up and drives into your base. Now to be fair I wasn't thinking of this possibility when it was done to me, but I'm not sure what to do against it. Just assume he's doing this "strategy", mine every approach to the base inside the machine guns' fields of fire and hope he doesn't know what a minesweeper is? make a bofors in your own base? lol
3) Emplacements
They don't help you take the 2/3 of the map that he will definitely have if he's OKW, and then he simply gets a leig, parks it close to his field reinforce HQ, and it's either pick royal engineers and spam stand fast or watch it (and anything that tries to repair it) go down. So I guess you're not supposed to use them against OKW. But Ost can do basically the same thing with a halftrack and mortar, and he can use the halftrack to beat your units in the field too. While if you want to fire back effectively you need to put a squad inside and keep it there. That means his mp investment in the artillery war is effectively lower than yours, because his halftrack can still help his units while your unit inside can't (especially because it'll bleed from the mortar). So just go AEC in 1v1?
4) Map presence
How much territory should I generally expect to hold in each matchup and where to send/what to accomplish with your first few units (besides the obvious like taking key buildings on certain maps)?
5) Doctrines
I have this feeling that I'm supposed to buy mobile assault regiment, spam flamethrower engineers, get an aec and piats, and then hold out for land mattress and cromwell/comet. Is that right?
6) Snipers
What's the proper response against them? just get T1 and hope to catch him with your own? (zzz...)
Thanks bros! |
Thread: Pak 439 Jul 2016, 16:08 PM
The pak43 gun has 470 hp and the 17-pdr has 900, so where are you guys getting the 3-4 times more hp figure from? Not sure where you're getting that it has more range either, the guns have the same range (80).
Here are the real differences between the guns according to coh2 stats:
Pak43:
470 hp gun + 320 hp crew
Shoots through buildings
Doctrinal
500 manpower cost
10 pop cost
42.35 dps far, 48.12 dps near
Vet1: Unlocks the 'Target Weak Point' ability
Vet2: -30% reload, +100% rotation speed
Vet3: +30% accuracy, -20% reload
17-pdr
900 hp
400 manpower cost
75 fuel cost
20 pop cost
28.73 dps far, 32.65 dps near
0,87 second setup
Vet1: Unlocks Piercing Shot
Vet2:+30% accuracy, -40% scatter
Vet3:-30% reload
|
1v1?
Sure, add me on steam, same nick (I know you meant what game mode, I just chose to misinterpret. I do prefer 2v2 but I used to be a 1v1 player and can still play it, just think it's less fun and interesting) |
Nothing is more satisfying than seeing your churchill + crocodile + firefly trio grind down whatever they have and literally sipping tea meanwhile... then when they finally manage to dent a churchill, all you do is press U back to your anvil engineers, right click, relax and smile for a few seconds, and then send it in again... hahaha... ahh, I love UKF. |
I actually changed my build order and won every game. Now it's: mg > bren > mg > T1 > sappers > bofors/mortar pit > bofors/mortar pit. I used to never make the bofors because I feared it'd be like in coh1 and just be a useless target, but now I understand T1 and the bofors+mortar pit core is what you're supposed to get ASAP. Previously I relied on all the wrong things: infantry sections and AEC, then tank tech.
What I meant is you need to have a squad inside it for it to be worth the cost, which makes it more expensive than 2 normal mortars. And if you do that, the squad inside will bleed just like a normal mortar.
Yeah, I guess you have to use the mobile assault regiment if you want to take out team weapons. It's funny though how that doctrine has better artillery than the artillery doctrine
I don't consider the sniper or AEC bad at what they're supposed to do, they just don't have the impact I needed them to have.
Indeed, I discovered that sappers and not infantry sections are your core infantry just this last day. Now I don't make a single infantry section more, I have just the one I start with. Sappers are just perfect, especially because I much prefer Anvil and always get it. I already do those things with the sandbags, trenches, mines etc. and people throwing their stuff away is a pet peeve! you send some stuff over to your ally so we can take the fuel point on his side too, then the first thing he does with his tank is send it diving into a faust/AT grenade. Urgh..
I'll post a replay if/when I encounter more difficulty or just for general advice, thanks for your thorough reply! now I'll try if you can garrison medics in an emplacement and still get the bonus... |
Not really sure what there's to complain about with maxims. Yea they got nerfed but that's because they were a 6 man offensive machine gun. They can beat any other early game unit as well as suppress multiple units while being your main infantry and coming with easy anti-tank support options. If they're too cheap and too good, you can simply spam enough maxims that they're unflankable while nothing can beat them head-on, which is what everyone including me did pre-patch (yeah it was also cause the other options sucked, but it was still good). Now you might have to think about the strategic and tactical movement of your maxims a little more. Not to mention being the cheapest infantry to reinforce in the game at 15 manpower... yeah, I don't think they need any buffs. |
Unless the information is out of date, sappers get "-30% cooldown WHEN IN COVER, -50% Reload IN COVER" at vet 1. I'd say that's decent offensive vet, yeah they don't get any accuracy bonus but it's not like they have no offensive scaling at all. Combined with the other bonuses engineers have over sections, imo there's no reason to make any additional infantry sections instead of getting engineers. |