This might sound a bit meme-ish, but it is a valid strat.
Most of 3v3 maps are rather big, so mobility is the key here. If you lose an encounter, then your units will have to sprint back across half the map spending a lot of time. So play around mobility!
Go with Overwatch for JLI or Luftwaffe for paratroopers & heavy emplacements.
kubel-kubel-kubel-upgrade for sturmpios-tech truck into mechanized - luchs + autorepairs - then it depends on the situation. I prefer to open with more infantry, but you can go MG or Raketen.
If you need a bit more firepower, go for early call-inf of JLI.
If you want to lock down a cut-off - put 20mm flak down.
Kubels do not bleed manpower, rather maneuverable, and they vet up rather fast when you use them togheter. Fisrt spread them to gain control, then bunch them up and bleed your opponents, sneak for cutoffs, outmaneuver your enemy.
3 kubels with a bit of micro can reliably kill clowncar. And if you lose them you can salvage their wrecks for a bit of fuel to speed up your LVs!
There are a lot of weaknesses like Vikkers, upgraded penals, you need to have a decent micro and so on, but it is super fun.
Profile of RollingStone
Post History of RollingStone
Thread: Looking for 3v3 Axis Strategy30 May 2022, 16:00 PM
Thread: What's this new strategy for OST?12 Apr 2022, 13:08 PM
Mine PGrens build is rather safe:
4. BP1 (with decent map control and 1 fuel connected you should have just the right amount when 2nd MG hits the field)
6. 2 PGrens
7. Pak + 1 pzshreck package to shut down early armor
8. 1 more PGren
Then I usually go for early ostwind or p4 if there enemy AT on the field.
Ambush camo synergises extremely well with shrecked PGrens+PaK. Another great way is to pick German Infantry for "mark target" ability. Super-effective in defence, not so much on offence. Works well in 2v2, in 1v1 its better to go for grensm unsless the map is really small
In: COH2 Gameplay
Thread: Hold the line24 Feb 2022, 13:04 PM
24 Feb 2022, 12:45 PMLady Xenarra
I forget, is there a loud noise indicator for this ability being used against you? I don't live on the tactical map. If there is no noise indicator for activation, then I suggest it be added. The flares are utterly meaningless for reasons I discussed last time this topic came up.
Well, aside from red smoke dropping literally 1 second before the air strike and occasional infantry bark, there are no other visual cues about the strike coming in. But we got rather easy to spot buff icon above enemy infantry units, so that your best friend aside from flashing minimap.
Thread: Pioneers vs Rear Echelon29 Jan 2022, 21:58 PM
29 Jan 2022, 20:58 PMKatukov
Don't forget that one doctrine with mass-spam nade launchers, just like in tightrope vid's! Much firepower, very lethal!
In: COH2 Balance
Thread: Mirrormatched Axis14 Dec 2021, 19:02 PM
Just got 2v2 with hacker, he was still bad tho
Thread: Mechanized assault Cancer24 Aug 2021, 08:54 AM
Firstly - welcome to the alternative opener for the OST - 2x pios/assgrens and 2xMG42 into pgrens.
The main shtick of that opener is to rush enemy cutoff, while protecting your own. However, there is no mobility or flexibility to that build - until you get those PGrens out, you are a sitting duck.
Smoke MGs, flank them, use ultra-lights, abuse that long set-up time of MG42s. Use garrisons or just cap up the rest of the map - you got aroung 4 minutes of pure turtleing from your opponent.
Prepare for that shock of PGrens, mitigate it with your own MGs or baseline infantry in superiour numbers.
In: COH2 Balance
Thread: Commissar: How do you use them?19 Jun 2021, 17:55 PM
In fact, penal builds benefit more (IMHO) from Commisars with forward healing and buffing. Especially if you can get your hands on some support equipment and slap "Not one step back" on it - practically unkillable in a single push with 6-man crew, cover and massive bonuses to accuracy.
But most of the players just spam that fear propaganda and nades, and the Commisar himself is a decent fighting unit.
Thread: Advice for a noob needed: Blob control in team games4 Jun 2021, 06:58 AM
4 Jun 2021, 01:58 AMdonofsandiego
Yeah, and ih CoH2 the only way for squad to be effective in such circumstances is to crawl forward and nuke MG with grenades. Surpression still causes massive debuffs, and in caught within MG ark, this is guaranted pin.
Mines are really good to bleed german blobs in midgame - at that point sturms are either mining their own points or dead already, so there is only mainline in the blob, thus no way to detect a mine.
Good idea for soviets is to spam flare-mines on corners or roads - you can spot that blob coming, prepare the "party" for it, and still bleed a couple of models from different squads.
Or you can always outblob your opponent with guards/SVTcons, brenblob, barblob+Browning. Can't beat them - infiltrate their ranks.
In: COH2 Gameplay
Thread: Dealing with blobs without Calliope?10 May 2021, 15:18 PM
1)You can use WP shells from pak-howie. Not only it damages passing infantry, but it also block vision for whatever coming after them and disables vehicle's weapons. Same goes for WP mortars on rifle/mech company halftruck - decent and cheap.
2) You could back-tech to LT and grab couple of HMG's - coupled with AAHT they will keep anything but snipers constantly suppresed. Thing is - they are fragile af, so you always have to get two of those, and that messes up your army composition beyond repair.
OR, if you do not want all that - dig positions and upgrade them with HMG's (that way they wont snipe or steal it ) Works especially well on line-y maps.
3) another way is major arty - self-explanatory, it is enough to deter but most stupid A-move blobs. But we do not really want to deter it, we want to smack it dead, so spam with major false flares and nuke them when you are about to retreat.
4)AFAIK a lot of lines on redball can be opened up with explosives or heavycrush, but that is more of late-game stuff, so not really useful to you.
5) A lot of ways to deal with infantry spam is doctrinal, thats for sure - from bar-finders and cavrifles to upgraded shermans.
6) Any sorts of defences will eventually fall if they throw enough meat at it, so if you can't beat them - join them, outblob their blob. Bait stuka with howies, then you will have considerable amount of time to wage blob wars.
Thread: How would you deal with the following?10 Apr 2021, 14:19 PM
Ask for help from your teammates, switch to mid side. Eventually Brummbar and paks will have to reposition, leaving bunkers non-protected. Use pack-howie to dislodge them, or spam Willie-P surrounding infantry and MG's - it should be protected from mortar's autofire well enough.
Then push in with some infantry and jacksons, if PaK-wall and brummrar try to come back, push with infantry from their flank.
At least thats how table-top post-battle plan should work, IMO.
In the heat of battle you do not really have time to think, you have to react immediatly to some things. And it might look like inpenetrable fortress at that time, but there still some ways to crack it open.
Or it is just a rant topic, then git gud
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