We were playing a 2v2 match in Rails and Metal
I manage to stole a Mg42 and guarrison it on the house near the fuel point in the east.
Around minute 12, while my maxim its being rushed by panzergrenadiers in the central VP, the Mg42 came out floating out of the building to fire on the panzergrenadiers outside its fire arc.
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Thread: BUG - Floating MG4230 Mar 2017, 21:24 PM
In: Lobby |
Thread: Floating Mg4230 Mar 2017, 20:37 PM
Uploaded to show this bug in Rails and Metal In: Replays |
Thread: SBP release date?21 Mar 2017, 02:20 AM
WBP will be released along with Half Life 3 and Tool's new album (Cheers to the moders though, I hope it wasn't ad honorem) In: COH2 Gameplay |
Thread: Sovs vs leigs.20 Feb 2017, 10:29 AM
Dual mortars/leigs are hard to deal with in 1v1 due to map size. Take Faymonville: Its so small they can shell you from just outside their base (and in the southern start points, just outside the base mgs range) and a vehicle dive its just a gamble, there are two clear aproaches to flank them, both can be easily mined to snare your vehicles to be finished by volks or grens. On the otherside kholodny offers a lot of flanking routes and most of the fighting will be near the middle of the map, so that indirect fire units will be exposed or overextended. I'm currently doing some experiments with a M5 rush with guards and ppshcons to see what can be done In: COH2 Balance |
Thread: Why ZiS get a slow debuff?14 Feb 2017, 12:01 PM
SKOP In: COH2 Balance |
Thread: Cruzz's The More You Know8 Feb 2017, 12:33 PM
I got one. Machineguns and supression: Which bulletin its the best for buffing the mg supression? I've heard its between the increased accuracy and the increased supresion though it should vary depending on the mg In: COH2 Gameplay |
Thread: Need advice for Soviets6 Feb 2017, 16:02 PM
Well, you weren't crushed. You had all the resources to win and you were evenly matched. T1 vs T2: I've learned that the strength of soviet T1 its in its shock value. You need to go for it right of the bat and start pouring penals with it. Your scoutcar+flamers (AKA the clowncar) didn't have much impact in the game because it had nothing to counter it and you didn't used it aggresively. The clowncar combo its exelent for dislodging infantry on buildings, you can use the M3 on its own for flanking proposes, specialy against okw that lacks panzerfausts until the deploy one of their trucks. Also penals spent their time guarding your ammo point. Ammo Float: Keep and eye on it. Its easy to float ammunition with the soviets because they dont have many upgrades or abilities to use and the ones they have are dirt cheap. Thus, plant mines and democharges. They bleed the oponent, they slow down the infantry, they get in the mind of your oponent. Demos can get you a 90 munitions wipe against those 4 men squads. Just plant them halfway from the diameter of contested points (be fuel, vp, cutoffs or sometimes ammo) and from the direction you expect them to come (most of the times, their base) Army composition: in the late game you went for a very AT heavy build even though you killed his panther (great!) and destroyed his command truck (even better!). All he had left was infantry, and the worst kind of infantry, veted okw infantry, they became to much for your conscripts to handle Going for the command trucks: OKW command trucks are something fun to deal with. Yes, the Schwer panzer command locks down sectors with its 20mm gun, but only for infantry. You can deal with it at range. You destroyed it with your Su85. You could've achieved the same effect with Zis3 at guns or the Su76 (t3, comes early). Both units can deal with the command truck at range with their direct fire, their ground attack (when you dont have visual on the target but you know where it is) and of course, the light barrage (which its also usefull to disperse okw blobs and from time to time get some wipes). Also he is not going to let you wreck his tech, he will start scrambling units to the area to save his trucks, that means you can have 1 or 2 units going around the map capping uncontested(most of the time) A T70 could've been usefull: the T70 works wonders against okw because its broken anti infantry capabilities make it easy to wipe enemy units, which its key to keep the beasts at bay. High rate of fire, it snipes infantry, fast, can autorepair and cap points with veterancy. Also good for granting line of sight for scouting or using your long range units (Su78, Su85, Zis3) Support your units: Until the very end of the game you had a winning game composition but you couldn't work it out. Your T34 was getting melted by the strums pzschrecks and your conscripts were getting bleed by fallshirmjaggers. Both units could counter those who countered yours. You fought well, used cover, attacked isolated units from cover from multiple angles. Try to focus fire on strumpios in the early game, even if you had volks firing at you, they deal the most damage but are easy to kill out of cover (which for some reason okw players forgone compleatly most of the time) and are expensive to reinforce and even more expensive to train. Volks wont be a problem for your cons until they get stgs, and even then you can beat them by going ppsh, after that, volks will outclass your conscripts when they reach vet3 and you will need to use combined arms or better maneuvers to beat them In: Replay Reviews |
Thread: Smoke barrage, when and where?6 Feb 2017, 04:57 AM
The most creative thing I made using smoke it was luring a T34 into an ambush. It was in kholodny ferma. I placed the smoke near the truck north of the church, he kept chasing my grenadiers into the smoke, on the other side, from the ammo point, my pak used target weapoint and melted the tank with a faust for good mesure |
Thread: Manouver! Manouver! Manouver!4 Feb 2017, 10:29 AM
A intresting and tense match against a Ostheer player using the Ostruppen doctrine. The map its the one that's marshes in the north and forest in the south Highlights: - You can have 2 ostrupen on the field caping by the time the soviet player has a conscript halfaway to their position and another one just coming out of the base. Thus attacking them its hard because the ostupen would be already waiting for you on cover. - Minute 6 flametrack! - Lots and lots of baiting! - Mortar flares - Manouvering with conscripts and maxims In: Replays |
Thread: How to use flamers through the smoke?2 Feb 2017, 10:35 AM
Indeed, it works by placing the attack ground order as close to the building as posible, sometimes its kinda tricky due to camera angles and the urgency to place the command before the smoke disipates. Not all the attacks conect to the building though, but as long as at least one conects to the building should be enough, the opponent will panic or would try to supress you once the smoke clears out, but flamethrowers aren't affected by supression In: Strategy Desk |
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