I have been maining a us rifle company build lately and I thought I put it my 2 cents on the matter.
Quite frankly Rifleman are pretty great for what they are. Yes Sturms are a problem but I always make sure my rifle squad is accompanied by one RE in early game. When this happens I just charge both of them to close range like they are smg troops and behold, the sturm is forced to retreat and my second duo is already on the frontline.
For those curious my early build is: Rifle, RE, Rifle, RE, Lieutenant followed by a MG or a Captain depending on the map.
I give my 2 Rifleman 2 Bazookas that make them in to dedicated anti tank units with sprint and snares.
I give my RE's flamethrowers and BAR's for cqc units.
I give my officers BAR's for mid range dps.
As long as I don't make any stupid plays this seems to be a pretty good strategy for early game dominace even against okw.
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Post History of flyingpancake
Thread: Why all the hate for riflemen?8 Jul 2019, 08:42 AM
In: COH2 Gameplay |
Thread: M42 light AT gun canister shot, maybe over nerfed?6 Jul 2019, 09:01 AM
Say thanks to the people who abused canister rounds hard by getting a M42 blob. Never said it was useless, its a good medium tank counter for a cheap price. the canister shot does not seem worth it right now. I say increase the range or decrease the ammo swap time. In: COH2 Balance |
Thread: M42 light AT gun canister shot, maybe over nerfed?6 Jul 2019, 07:17 AM
I have been using M42 at gun lately and I remember that in a recent patch the canister shot got a range nerf. The range is so short and the ammo switch time so long that is feels a bit pointless. How do you guys feel about this? In: COH2 Balance |
Thread: 2v2 with some cheese on the side20 May 2019, 22:29 PM
A 2v2 with some funny and cool moments. In: Replays |
Thread: Winning trough sheer force of luck20 May 2019, 22:14 PM
A game that i won by being frustratingly lucky way to many times, enjoy. In: Replays |
Thread: Conscripts idea "Human Wave Tactics"8 May 2019, 20:59 PM
Maybe the details are too radical, but Id certainly love to see somethin in this direction, rather than somethin boring like DP LMG upgrade. I disagree with this. For so long we have been searching for a way to make cons viable lategame with no real success. The most pragmatic solution here would be to allow them to buy a DP28 once the t70-su76-m3 building has been build and maybe slightly tweak the vetetancy accordingly. Also it would fix the under representation of DP28's in this game. In: COH2 Gameplay |
Thread: Easy fixes to existing OKW commanders 10 Apr 2019, 07:59 AM
It wasn't but I can understand how you might think it was haha. If you get your squads flanked in grenade range by a 6 man assault grenadier squad they are already dead anyway, grenades or no grenades. In: COH2 Balance |
Thread: Easy fixes to existing OKW commanders 10 Apr 2019, 07:45 AM
Fussiliers with assault grenades might be a bit much and need a price nerf. I agree. Then again, the new 6 man Assault grenadier squad will have assault grenades for 30 muni and that wasn't super OP or anything in the matches I played. In: COH2 Balance |
Thread: Easy fixes to existing OKW commanders 10 Apr 2019, 07:31 AM
Yes, maybe the Ostwind should have suppression when not moving like AA Halftrack. Same goes for the wher Ostwind. It saddens me that we almost never see the IR STG. Its such a cool and unique weapon but its in a commander that actively discourages building the truck they get used in. That's why I think forcing people to build the last truck for the Command Panther will make the commander not just a one trick pony. The STG's also work similar to flame throwers and they slightly increase mid range damage output. This makes them a good fit for sturm pioneers and a interesting tactical choice (short vs mid range DPS). In: COH2 Balance |
Thread: Easy fixes to existing OKW commanders 9 Apr 2019, 21:54 PM
Here is my take on how to make OKW commanders make more sense. Breakthrough:replace Jagdtiger with Sturmtiger. It fits the theme of breaking trough better and doesn't make the doctrine so super useless outside of large teamgames. Elite Armor:replace the Sturmtiger with the Jagd Tiger. Again it fits the theme better because its the absolute best (or insane) tank the German army can provide. I doubt the HEAT shells will be an issue because I have never seen a JT bounce. If it does somehow become a problem just disable them for this particular tank. Fallschirmjager:Replace heavy fortifications with a Ostwind available from HQ once the first truck has been build. This will differentiate this doctrine from fortifications doctrine and replace the dubious heavy fortifications ability. It also fits the theme better in my opinion. Scavenge:Replace the Jaeger Light Infantry with Panzer Fusiliers. They are a less problematic unit balance wise and are also more distinct in look and playstyle then JLI. Replace the Ostwind with a Stug or a panzer 4 G (the wher one) for some cheaper "reprocessed armor". The stug or P4 should be available from the HQ truck after 2 trucks of any kind have been build. Fuerstorm:Replace the MP40 and model 24 grenades in the assault package ability with STG44 and incendiary grenades. Give the mp40 and model 24 grenades as standard upgrade to volksgrenadier (basically a switch round). This will make standard VG upgrading more of a tactical choice, close range vs long range instead of a allround improvement. It will also lead to more Ober Soldaten usage in late game due to volks not being a answers to all you infantry problems. Spec Ops:Make the Command Panther only buildable after t4 has been build like the King Tiger. Give the IR STG 44 package to Sturm Pioneers as well so it will see more usage. In: COH2 Balance |
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