The only Ptrs wielding squad with a "cheap" reinforcement cost is the conscript squad from the Tank Hunter Doctrine which is unable to fight and win against unupgraded grenadiers efficiently, The Penal battalions can cause problems if they manage to lose 1 Ptrs or pick up a single one because they still get the at-satchel and lose hardly any Antiinfantry firepower.
The Guards might be quite effective against infantry but they force the soviet player to chose a doctrine and have troubles fighting 1,5 grenadier squads with 1,2 lmg upgrades and will never be as efficient while costing similar manpower to reinforce. On a side note Guards lock the soviet player out of all Call-In-Tanks beside the ISU-152 so you can plan accordingly and have better chances of winning if you were ahead in the early and mid game.
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Post History of BeastHunter
Thread: Reduce the damage of PTRS against all vehicles.6 May 2019, 07:49 AM
In: COH2 Balance
Thread: Dynamic fights on Ettelbrück5 May 2019, 09:37 AM
A rare sight: highranked (3v3, random) players and not complete meta playstyles while still playing offensive on the otherwise most static played map out of the mappool (1v1-4v4).
Thread: Arty fest on rhzev5 May 2019, 09:31 AM
Beside some discrepancies between the axis players in the mid game an interesting and long game.
Thread: How to open as Soviets? (2v2)3 May 2019, 18:58 PM
The Clowncar (M3A1 + CE with the ROKS-3 flamethrower) works wonders against OKW who lack early fausts (and later have shorter faust ranges), on open maps with few obstacles you can outplay Ostheer with it but it is more micro intensive. My buildorder for the opening is usually 1-2 extra CE to cap after 2 CE a fast M3A1 or after 1 CE a penal battalion then the M3A1, i usually go for 2 penals and try to fight as much as possible with the Clowncar to get CPs fast then add some elite infantry (Shocks on closequarters, Guards on open maps).
It migth be okay to bleed as long as you can hold out until the T70 to turn the game around, be careful if you play against okw and notice more then one raketen or a puma - then it might be useful to get some M42 AT-Guns, Guards or maybe a 2nd T70 or SU-76 as backup for the first and after a heavy t3 a Call-In Tank.
If you want to play T2 strats you could watch D0ggY (https://www.twitch.tv/d0ggylulz) when he play soviets in 2v2.
It might be useful if you post a replay in the replay review section if you have troubles.
Thread: NEW COMMANDER PREVIEW - 7.0 version2 May 2019, 11:00 AM
2 May 2019, 10:03 AMSuperHansFan
Yeah mines really do pay off when the m3 is packed with 2 REs with 2 zooks each and one squad is upgraded with a sweeper.
I think it might be enough to lower the benefits of step on it, maybe fix the firing mainweapon for the m3 or atleast add a cost or a longer cooldown to the ability. I am pretty sure that this huge debuff will make handheld at next to useless and the light vehicles might get useless (beside being a carrier that just rushes in and decrews to wipe some teamweapons).
Thread: [1v1] Ost vs USF on Deutz23 Apr 2019, 19:34 PM
Is the replay. I am not too familiar with 1v1s and it is only my 2nd game on Deutz which leads to my first problem on the map: in the first game I played on it I controlled the mid but lost the sides too often (mostly focused on the top from right spawn) and lost the tech race and the game quite fast after the second medium tank.
This game I focused the flanks which helped me getting the tech advantage (which I used rather badly: first p4 was a throw because i didn't see a m1 atgun 2nd lacked infantry support) but led to some infantry wipes while retreating.
I am unsure if the 2nd stormtrooper was needed or as useful as a potential mortar or sniper to control the mid or deter the M2HB .50 cal HMG and later the stolen HMG42.
I guess in the way the game developed i could have skipped t2 for a faster p4 with better infantry support and backtech later for a pak40 or maybe a t3 skip for a fast brummbar as the map doesn't offer that many ways to encircle or flank enemy units with multiple medium tanks and higher anti infantry performance and frontal armor could have paid off.
Best thanks for advice in any form in advance.
In: Replay Reviews
Thread: Ost vs USF on Deutz23 Apr 2019, 19:19 PM
for replay review.
Thread: Doctrinal Mortar Pit17 Apr 2019, 15:36 PM
Might sound interesting but it wouldn't really work as the advanced cancer commander couldn't really hol its own without the mortarpit and all emplacement based strategies would stop functioning.
It would require more then a simple shift of these 2 units (the mortarpit wouldn't really fit the commanders/theme). Changing the mortarpit or adding a mortar would probably need an entire overhaul of the british faction which might not be a bad idea but a lot of work.
In: COH2 Balance
Thread: Suggestion - Small Soviet Defensive Tactics buff16 Apr 2019, 21:06 PM
I agree with the most of the posts here that the PMD-6 Antiinfantry mines and the Tanktraps should be combined in a slot (maybe even with a soviet bunker model if it isn't too cheap) but the new/last slot shouldn't be filled with an howitzer as that would be too similar too the heavy mortar which already exists and neither with a strong ability that can be gamedeciding (for example IS-2, ISU-152, KV-2 or Forward Headquarter), because the other slots of the doctrine namely the m42 and dshk got/will get buffed soon. A fitting addition for the doctrine migth be the KV-1 with a reworked Vet1 ability like the old self-hulldown idea or the inspire vet1 from the other tanks of the Kliment Voroshilov series.
In: COH2 Gameplay
Thread: New Commander Patch bugs.13 Apr 2019, 21:58 PM
The british M5 halftrack can still reinforce nearby squads after it got upgraded with the M17 Quad AA package. The soviet M5 seems fine.
On a sidenote the soviet forward position can be build in enemy bases and be used as a forward retreat point (thankfully not reinforce).
In: COH2 Gameplay
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