I don’t build additional sections in like 90% of teamgames. My build order usually goes
(Starting section)
Hmg
UC
Tech up to t1
Sniper
Engineer
Aec sidetech and aec (asap in case of 222s or luchs, but the aec will remain useful throughout the game even against kts and the like because it can immobilize)
Weapon rack tech
(If I’m going mobile assault) 2nd engineer for flamer
2 commandos and an at gun in whatever order I can get them
Tech up to t3
Rely on my teammates and at gun + a sapper with PIATs + aec + sniper turret lock shot as at and rush a comet
I like focusing on commandos instead of sections because commandos are much more cost efficient and you can get through the early game provided you’re smart with the UC, starting section, and vickers, and can often do it without even losing models or retreating. Commandos give you a lot of float if used right because they will inflict exponentially more casualties than they receive if you focus on ambushing and controlling engagements so you’ll win (i.e. backing off until you can, say, distract him with other units or suppress his infantry with an mg before engaging) and are great at wiping squads since they can camo and your enemy will be more or less unaware of them and retreat easily killable squads into the path of your commandos. Commandos are really the only reason I even play brits still and kind of have to carry you for all stages of the game where they’re present. My commander loadout is usually just all 3 commando commanders, which I basically pick from based on powerful offmaps (commando regiment), land mattress and flamers (mobile assault), or croc (vanguard).
I usually just don’t get the bolster upgrade or mills bombs until I’m almost max pop, since commandos will be doing the brunt of the fighting lol.
Really my best advice is make the most of commandos and heavily emphasize combined arms with literally all your units at all times. That’s where all the British potential lies right now and otherwise there’s not much reason to not just play soviets, as the gaps in the Brit roster hurt sometimes. It’s very workable though, and is very fun and effective if done right.
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Post History of LoopDloop
Thread: British Forces tips18 Oct 2018, 21:29 PM
In: Strategy Desk |
Thread: Feedback for Commander Revamppatch18 Oct 2018, 21:13 PM
I agree with zoe that the Brit commander revamps seem a bit underwhelming. I like the royal arty rework but tactical support still feels pretty underwhelming in general. The only idea I really have for it is giving them an infantry squad in addition to or instead of the forward observation point along the theme of an artillery officer or something, with the same abilities as the observation point. That way it wouldn’t be so situational and static. As if the brits need more static elements. Maybe give the squad smgs and make it similar to the ostheer artillery officer as good infantry support and a decent cqc squad that can hold its own in combat, as that’s another thing brits lack in their vanilla unit roster. I feel like breakthrough would be improved a lot if A) we actually made the sturm offizer perform like an actual unit. I.e. rework it's stats, cost, timing etc, gave it veterancy since it doesn't have it, and lastly looked at the abilities a bit. B) Make breakthrough artillery not drop on the sector point, but somewhere in the sector and ONLY in the sector where you did select. +1 Maybe decrease the cost but also make it a more normal, comparably precise (compared to the entire sector) barrage. In: Lobby |
Thread: So Axis SMGs really are intentionally inferior?18 Oct 2018, 16:35 PM
Having 4 man grens with good team weapon support that scale into 5 man ost rifles is still much different from starting with only rifles and then getting like half your team weapons depending on what tech you go for as usf (because of wonky teching). The former provides infinitely better scalability than the latter, which would be a problem. On top of this, pgrens already exist as aggressive mobile midrange infantry anyway, and would do a much better job in almost all situations than riflemen with 5 garands. Remember that pgrens are almost always going up against rifles with at least a single BAR and can often handle rifles with two when they’re vetted. So it’s paradoxically a bit overly scalable and superfluous at the same time In: COH2 Balance |
Thread: lets talk about panzerfusiller18 Oct 2018, 15:55 PM
Would 100% rather rework them as alternative high cost high scaling 5 men mainline with 2 g43 and grenade assault. +1 cheap? arent pios from ukf ans asf arent cheap? and volks had only 1 schreck. ukf and usf can give to ALL of their infntery TWO handheld AT! You’re comparing a 6 man squad with 2 g43s, grenades, flares, and an at nade to literally engineers. Nice. In: COH2 Balance |
Thread: Can USF get some real mines now please16 Oct 2018, 23:11 PM
When they don’t have to spend 500+ manpower and 50 fuel on nades, racks, and their only source of healing, sure. In: COH2 Balance |
Thread: Feedback for Commander Revamppatch16 Oct 2018, 23:02 PM
Point stands. No understanding of the concept of sarcasm or hyperbole. In: Lobby |
Thread: Feedback for Commander Revamppatch16 Oct 2018, 06:52 AM
No it doesn't, strawmanning my posts to pretend it does won't change it. Ignored still implies it is effectively useless. You also still haven’t caught on to the fact that the original post you quoted was gross hyperbole and sarcasm for effect despite me explicitly stating it. Then you went on to make me think you actually think they’re useless in the context I described Learn to speak English. In: Lobby |
Thread: German infantry doctrine rework is so OP16 Oct 2018, 06:48 AM
Don't grens have a target size smaller than 1? I don’t know one way or the other but I always kind of thought they did. I know for sure pgrens do. In: COH2 Balance |
Thread: How to counter heavy OKW blobs (or blobs in general)16 Oct 2018, 06:39 AM
My advice there would be don’t pit two or three units against an entire blob no matter how many force multipliers you have. Mathematically you’ll lose almost every time just by sheer overwhelmingness of the blob. Getting a t34 or two in there if possible would help, as would having more infantry in the area to help. To that end, good general battlefield awareness would go a long ways here (even without actual recon abilities/units, you can sort of predict where he’ll be coming and how soon based on time elapsed from his last retreat, and having more infantry or tanks screening would help alert you a few precious seconds earlier that he is coming).
My god why have I never thought of that. RIP to all the vickers and mg42 teams that had to retreat because I missed some squirrely infantry model with my mouse XD In: COH2 Gameplay |
Thread: So Axis SMGs really are intentionally inferior?16 Oct 2018, 06:24 AM
Like commando camouflage on stormtroopers or 5 man gren squads. I think that the patches are moving in the right direction at least. In: COH2 Balance |
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