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Thread: for aboud14 Mar 2019, 17:36 PM
german mechanized vs mobile assault on westwall.
Thread: Stuka should be placed in T49 Mar 2019, 21:21 PM
9 Mar 2019, 20:55 PMShadowLinkX37
If the stuka goes into the flakhq tier then the obers should be in the mechanized tier even if they don't fit the theme well as the medtruck already had the leig as and manpower only investment which can bleed the opponent or support with smoke. Lmg could be locked behind 2 tiers teched like the forward retreatpoint and we won't see the flak hq ever in 1v1 again.
In: COH2 Balance
Thread: Stuka should be placed in T49 Mar 2019, 20:48 PM
Would be the end of mechenized openings or even the mechanized backtech as p2 and puma aren't great in the lategame and many players especially in teamgames tend to build forward medicbases most for the fast flakhq tech to play with p4s. the early p4 and stuka build could dominate against players which are a bit behind on fuel and would completely shutdown zis-3 play unless you micro them really fast and use the doctrinal cloak to hide them from flares and infantry based scouts at range.
In: COH2 Balance
Thread: Why artillery pieces don't fire smoke shells?27 Feb 2019, 13:33 PM
27 Feb 2019, 13:27 PMKatitof
Because no one is his right mind will use 450mp 50fu doctrinal 8cp investment for smoke.
400 mp but i think the 15 popcap is more of an issue if you take the time until the barrage recharges into account.
It could work to implement other barrage types like flares, smoke or white phosphorous for example if those had shorter cooldowns attached: for example at 90s standard cooldown for the 10 10,5cm HE shells from the LeFH which could also fire 2 or 3 smoke shells with a lower scatter with only a 25s cooldown so you wouldn't have to replace mortars in the lategame if you want to use smokescreens and do not waste the full potential of your Howitzer.
Those ideas however would probably be part of a major rework which may not be needed as Howitzers do work fine as it is and the new commanders seem to be the next big thing.
Thread: Penal builds vs Light vehicles25 Feb 2019, 12:29 PM
If you keep your m3a1 alive it does a great job with a single penal squad in the back that is now allowed to fire at all times, not only when standing still. You will not win against the 222 headon but you could get some shots from max range and if your enemy is slow at reacting use the overdrive to close in throw a satchel and try to get the hell out of there (satchel does 240/320 damage so be sure it will finish the vehicle).
The su76 has its uses if you play it in combination with the t70 like the p2 and puma combination and it works best if your enemy played no light vehicles but somehow got to (or near) a p4. I wouldn't recommend playing it against double Atguns or Pgrens with schrecks and sprint and it is best used if you intend not to tech t4 otherwise the t2 backtech after a t70 is usually better (not if the enemy uses mulitple stukas or other indirect options).
If you prefer elite infantry above penals you might try playing 2 penals only and stack some manpower or get early healing and focus your micro more on the clowncar but that is up to you.
The m42 is also quite fun to play and available in one shock troop doctrine that even allows to play the kv2 and maybe to skip the t4 building.
Thread: HMG "handbrake" mode & manual reload.22 Feb 2019, 20:19 PM
22 Feb 2019, 19:12 PMhooosh
As if early Maxim/Vickers spam ain't stronk enough.
This would be for all machine guns and doesn't really matter in the early game at all it just helps microing the hmg vs multiple targets if it has line of sight on them i would be suprised if any maxim spammer would stop attack-moving them and all of a sudden start spamming the reload key or a manual "handbreak" this pretty much benefits players with few machine guns to get the most of it in the mid and late game when they have fired multiple rounds and migth have to reload.
Thread: HMG "handbrake" mode & manual reload.22 Feb 2019, 12:23 PM
22 Feb 2019, 12:05 PMElSlayer
If the direct Line of Sight is blocked and you use an atteck-move order on a squad it will still unsetup and follow that target which might easily lose you engagements against multiple units even if the machinegun is supported. So a handbreak mode could have its uses even if you never use direct attacks instead only attack-moves and immediatly use teh stop button to stop the HMG from following retreating squads.
Thread: Battlegroup or Mechanized8 Feb 2019, 00:46 AM
Isn't bad for starters but some maps simply favour mechanized or battlegroup headquarters and when playing p2 or the 251/17 which is usually quite useful it depends which faction you are facing and how they play what they tech and which commanders they could choose or already did choose. Against allied elite infantry any light vehicle can do wonders.
The flak ht usually needs better support and cannot follow infantry and wipe them out on the move but comes earlier and can make quite an impact if you aren't facing atguns which could work versus soviet t1 or american LT tech but both factions can call in atguns via commander or sidetech and maybe go for call-in tanks if things go south.
The Luchs comes out a bit later and gets its true power only after vet2 with accuracy on the move, damage and some other quite relevant buff and can fight off allied ultra light vehicles or halftracks (m15 can win but should be flanked anyway) the P2 play allows to get a Sdkfz. 234/2 Puma right after to counter allied light vehicles if you dislike relying on raketenwerfers but this combination mgiht delay your tech quite a bit and might force you into a callin tank for the lategame.
The choice might also differ not only on your opponents playstyle and map but in teamgames on spawns and teammates teching tree and playstyle.
Thread: Feversturm?7 Feb 2019, 22:36 PM
7 Feb 2019, 21:16 PMJoshua85
haven't played 1s as okw for a while so no replays from the current patch but i used a similar build when using the doctrine in 1s.
Thread: Feversturm?7 Feb 2019, 20:28 PM
7 Feb 2019, 08:01 AMJoshua85
Is this doctrine good vs shock troops?
I wouldn't recommend countering Shock Troops head on ever, but you can try to throw some of the HE-Grenades over walls and bushes or at enemies who seem to have a slower micro. The variant of the Volksgrenadier upgrade is quite nice as you can unleash chaos on your enemy by throwing multiple different grenades and he will have troubles doging each one in the right way or will lack time if he is playing support weapons.
The strongpoint of the doctrine in teamgames were the devastating Flame Hetzer rush by going for the Medic HQ mostly relying on the Sturm Pioneer medic crates for healing (dependant on ammo/fuel economy) and then rushing Schwer HQ and getting the Hetzer as first unit.
My exact buildorder is varying from map to map but i usually play with 4 volksgrenadiers (atleast one of each Upgrade) on Building heavy maps only 3 Volks and a second Sturm for the flamer upgrade ideally you do not play with leigs and try to use your infantry to pressure points and only get Raketens if you expect vehicles.
If your enemy does play in a defensive manner a single leig should do the trick unless emplacements are involved then a second (more emplacements more leigs) mostly to stop Sappers from repairing and to lay some hot love on the structures should solve all your problems.
To support your first Flame Hetzer 2 raketens would be optimal but if you lack some manpower and can surround it with volks to faust incoming vehicles a single raketen could do the trick.
I get the Opel Blitz Truck usually in the lategame to build and support my own defensive positions or assaults.
The Rocket Arty offmap can destroy howitzers or stolen Pak43s or can be great to delocalise or destroy atgun walls.
If you are interested in replays you could write me a pm and i'll try to save replay of me using this strategy in a fair game (keep in mind i mostly play 3s and main eastern front factions).
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