In Early Game:
You are in trouble. Mg´s cannot work properly due to Smoke granades, Mortars are in trouble also because is hard to get them cover due to the first thing., you need to have a lot of granadiers well spreaded , try to use in good situation from far range, never engage from Med/close combat of course. try to get them in good spot to use Pzfaust, in order to stop truck rush, if you have an MG in a building lay some mines in the granade range area so when he is trying to kill your mg with explosive he receive some dmg, remember he don´t have mortars to blew the mines until get another tier.
try to mix anti infantry / Anti tank mines so if he come running with his beutiful truck, he blow away with the squad.
the only way to fix and get into the fight is Running for a 222 and/or better a Flammwerfer,
your main target in order to regain the adventage is trying to kill the penals with the PTRS, so you can overexploit your flammwerfer, Information is Key so you can prepare your position, mines and choose where to fight.
you can also do some diversion attacks in order to gain time and make them spread their forces, a bad player blob, a good one attack one front with a lot of forces coming from different vectors, you must need to check his playstyle and use barbed wire / mines, because if you prepare to fight a good managed attack, a blob just can owned you, if you prepare to fight a blob, the same but backwards.
later you have more tools, the best thing is a Brummbar and/or Pzwerfer, but you are going to have more problems than a nasty infantry mix.
Good luck!
P.S: based on my experience,
P.S: i don´t speak 100% english.
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Post History of Vertigo
Thread: Need help vs Penals + Shocks27 Sep 2018, 16:59 PM
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Thread: Stormtrooper changes27 Sep 2018, 16:07 PM
They should have some nice add ons., I think they should be a Versatile Elite unit. a Package with 4 G43 ( long range ) 80 mm a Package with 3 STGs and MG42. (Nice overall) 100 mm a Package with 1 Panzerscherk and 3 Stg to cover this guy. 120 mm In: COH2 Balance |
Thread: The 222's ability to counter snipers25 Jan 2018, 13:52 PM
Yesterday in order to kill an UKF sniper i was running like 3/5 of the map was hilarious ., The 20mm Only hit them 1 time., giving some nice damage but most damage come from the 7,92 mm MG 34 attached to the side But really What can do a 222 with the current Meta ?., Only destroy undefended like light vehicles like trucks but light tanks? is another history, Agaisnt infantry is not viable., Receive damage for small weapons fire, can add "some damage" but is very inconsistent sometimes work., sometimes doesn´t work., isnt a good idea to use it only one ALONE., you must use it in pairs to get any chance., to get some damage and forget about let them alive all the game. some rifle volleys + some damage for any anti tank and you need to retreat., Wehrmacht dont have mobile field presence, but i think is a price to pay to have both very good HMG / Mortar weapon teams. if some of yours 222 survive ( pretty strange thing). Is viable to use as Anti-Air., with all those Sturmovik going around that a decent anti air network win games. In: COH2 Balance |
Thread: Stormtrooper Doctrine?24 Jan 2018, 13:13 PM
With snipers also is pretty useful., the range of Kiting is awesome. |
Thread: Allied Tank Spam23 Jan 2018, 15:55 PM
"I find anything that was designed to work against tanks bad, so I don't use those tools" Don´t be rude he have only 138 hs. Paks are really a beutiful anti tank unit, Used in long range and well covered can make big holes included Nasty heavy tanks. Also Stugs are a must. But never deploy them in the front., Must be positioned in a reserve position., Why? because they dont have turret.. So., when a massive tank spam appear (normally isnt well supported). Use your stugs to rekt them, move them from the reserve position to the active front. and you can plan where/when are gonna appear. Granadiers with panzerfaust can give you extra kills give them Panzerfaust. Pz IV can support but if you engagement zone is comfortable you use it for a Cache hunting or artillery hunting., Usually dont use my Panzer IV Vs another tanks unless necesary because their performance ves Medium armor is mediocre ( agaisnt heavy tanks is terrible ). but stug., Stug can kill anything., heavies can be destroyed easily flanking them with stugs., PD: Use doctrinal pumas if you dont like stugs., They have paper armor but with more intelligent use are Awesome. In: Strategy Desk |
Thread: USF Mortar23 Jan 2018, 15:35 PM
Is a Pain specially that Vertical Vector can left a Granadier squad out of combat (enough damage to have a big risk of suffer a wipe). In: COH2 Balance |
Thread: Analyzing UKF / USF Lategame Meta.23 Jan 2018, 15:11 PM
Ok lets start. 1) Massive use of mobile artillery in order to clean up any kind of fixed Defense., ( Mortars, Mgs EXPLODE). we are talking about Calliopes, Priest, Sexton, Etc. - Wehrmacht and OKW dont have any Non-doctrinal way to counter-batery this adventages. 2) Hold pressure over the half map over Axis territory in order to put them all the time on the defensive. -The key to hold your army in a fighting force is trying to dont get REKT due to pressure 3) Use Long range Anti tank weaponry ( Firefly + M36 ) Normally dual in order to counter German Mobility Flank power. -The only viable way to counter this tank hunters is the use of Granadiers + 2 Pzgranadiers squads armed with Panzerschreks., and use them in an ambush context., any kind of "Visible attack" is going to be counter for a dedicated semi-ethereal veteran infantry capable to exterminate any infantry in a blink. ( unless is in green cover) in my experience to hold the line 2 MG in the same direction are a must in this cases., Veteran troops dont get supressed in time by one MG42. another doctrinal solution are the elephant/Jadtiger. are very expensive. 4) Use of Very Veteran infantry capable to hold anything -if the Wehrmacht player know the use of this kind of veteran blobs Panzerwerfer/Brummbar are a MUST. Extensive use of mortars / Mgs can be easily counter due to the extensive use of light/heavy artillery - to prevent this early / midgame must be full of WIPES. dont let that squad back to base!. Any another tip is welcome In: Strategy Desk |
Thread: Give Assault Grenadiers Faust19 Jan 2018, 14:59 PM
Why? dude? Really ., you just need Assault granadiers with assault granades, Panzerfaust, and Sprint ability? What more? Beam Phasers?, Jetpack ? Teleporter? They already have a big bunch of abilities that do them a very Nasty unit. you Just need to learn how to use it properly., And about the lack of Panzerfaust at early game i just buy 2 Standard granadiers to anti light tank/vehlicle cover purposes and support my assault granadiers., to make them viable all the whole just need to use properly Smoke from the mortars and then can be deadly., Against any Longrange/support squad. Unit Don´t (s) -Dont use it Vs more expensive CQB dedicated units ( ranges w/Thompson - Shock troopers,ETC).( you need the double of Ass grens to get them dead). -Dont run to MGs Pointing you (i see this in a lot of moments). USE SMOKE BARRAGES. About the light AT lack from Wehrmacht can be easily solved adding something like the PAK36 to the Starting base, this thing just can penetrate things like T70 / AEC / Stuart about but get in trouble against any medium tank To make them Scale in late game they can use as ability the launch of a Stielgranate. " https://en.wikipedia.org/wiki/Stielgranate_41 " if you like to add something to assault granadiers really useful for his Especiality can be a SMOKE granade That could be really deadly for the function or for Anti tank matters can be Light mines Maybe a cost reduction to 240 MP because they are effective only in VERY CLOSE quarters. Faust is gamebroken., and wehrmacht dont have "Jack of all tardes" they have units designed for special task Mixing units are the way that can punch through. In: COH2 Balance |
Thread: Giant Infantry SPAM19 Jan 2018, 13:59 PM
Thanks WingZero! Thanks lenny! I click the follow button in Twitch yesterday hehe. In: COH2 Gameplay |
Thread: Giant Infantry SPAM18 Jan 2018, 15:48 PM
Generally speaking mortars (in my experience) don't work well versus infantry spam unless your opponent is actively blobbing and bunching up his squads - then direct mortar hits do a lot of damage to the blob. Usually you are better off getting a second HMG for crowd control and then getting a Flame HT or Ostwind as High5 suggested. You just have to keep in mind how far behind on fuel you are before getting an Ostwind and prepare accordingly with double PAK if you think a medium tank is going to hit you soon. Generally speaking you want to try and maintain as least a close number of infantry squads to your opponent or else you'll just get outmuscled off the map. Very useful Every word. Thanks., i just need to use more Barbed wire / mines i think to get all my front solid In: COH2 Gameplay |
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