If that's 1v1, here is my suggestion:
Agaist OKW start with two engies:while one squad is capping, another builds t1. Get m3 and one penal squad asap. If you confirm, that he can go for falls, just deny his puma arrival by capping cutoffs and as much standart points as you can get. It is important to have flamer, because t2 OKW will be forced into healing manually with crates since flamer have good aoe damage. This will deny muni upgrades to volks, sturmpios and volks.
Get t70 asap and then backtech to zis and maxim. Mortar can be a good idea too, if ylu need uncounterable recon.
Use t70 and m3 to bleed infantry, use zis barrages as much as you can, those are cheap and effective.
Guard motor is always a good doctrine pick, but also NKVD is great: you can get a commisar with propaganda to debuff/forceretreat blobs and anti-tank overwatch which is great against armor.
KV8 is good against puppchen spam also, but katy is more conservative valuable pick.
If you play against falls, it is important to get AA after your medium armor reaches the field.
AA HT is also quiet good to snipe models out and suppress infantry, but usually OKW players are using double rekttens if they have fuel problems or are stalling for heavy armor, so careful with that. It is possible, that your adversary can force you to suppress his blob, take your AA out with double rekttens and immediately put skillplanes online, which are poweful on small 1v1 maps.
Most effective strat against OKW is force them to assault you before they are truly ready and wait for a mistaken push. Good example is biting blob on your defensive positions with indirect fire or biting panthers to dive into your lines to get 3476 or t70 and then snare it and put AT overwatch on.
That's pretty much it, hope my suggestion helps.
Profile of YeltsinDeathBrigades
Post History of YeltsinDeathBrigades
Thread: How to counter spam Falls ?12 Jun 2020, 12:42 PM
Thread: Making OKW Battlegroup viable9 Jun 2020, 14:04 PM
Battlegroup HQ is viable.
Problem is AEC timing, when it comes slightly later than flakHT and flakHT also can be countered even easier than USF AAHT because it should be stationary for doing something.
If you play 2v2 as axis against soviet+brit combo, you want to be sure that AEC is countered and AT guns or guards will not easily take down your lights. Thats why you go Luchs, as a bullet-proof vehicle with good effective range, and puma, to counter foes light armor. Yes, you are healing your troops slowly, but thats is easily solved with medic bunker on your base provided by ostheer player.
If you replace Luchs with flakHT, nobody will build neither of those, but go strictly into puma while ostheer player will go for double 222 or flameHT, it will not solve the problem of "worse choice" with OKW t1. If you nerf puma, then RIP axis 2v2 for sure.
Thread: Soviet 82mm flare9 Jun 2020, 13:53 PM
It's just a bug.
Both standart mortars, soviet and ostheer one, are sometimes lagging with their tasks: they don't complete barrages, smoke or regular ones, either fire flares.
You can try to "cure" this bug by cancelling all tasks for this mortar and order it to attack-ground. Usually after it fires, bug goes out, but not always.
In: COH2 Gameplay
Thread: The UKF solution5 Dec 2019, 00:09 AM
Throwing out some personal thoughts:
Problem of UKF opening in 1v1/2v2 is very long build time of IS and UC.
Only unit which has no problems in timing now is VickersHMG. UKF is the only faction which has no even doctrinal choice to cap map instead of early combat contact like any other faction do.
Another problem is that UKF starts with quiet strong long-range unit which benefits from cover and garrisons, so it is sometimes frustrating to play against and before map reworkings and removings led sometimes to early game closings. This is just not cool to play against, even when started against UKF as OKW.
Solution: rework RE as starting 5-model rifle unit with stats of cons mosin with the same price of 210. Make more REs avalaible to build from the start. Lock AT-nades and object-removal tool in CCP. When CCP is finished, make possible to choose between staying as cheap long-range squad or going into cheap close combat squad. Buff their stens by 30%, remove cover bonus. Make close-combat upgrade free, but lock one weapon slot, because buffed stens can do better damage against weapon teams even they are equiped with 3 stens, and 210 is not a price for Pgren kind of gameplay (2ble PIAT+ATnade+sweeper cheap unit still be possible without stens) It will make RE's more tactical choice without giving UKF anything OP.
With this change UKF will have choice to have a bit worse "osttruppen" build with cheap infantry supported by UC and HMG and early capping or old build with tommies only, slightly different, or something mixed. This change also will give posibility to decrease building time of tommies since they are no longer starting unit.
2)CCPs effectivity and IS upgrades.
UKF, despite all reworks, still have an AEC crutch, which is a very cost-effective vehicle with too early timing of arrival. Howewer, IS is struggling without bolster/weapon rack and are doing slightly too well if invested into both upgrades after purchasing AEC and before researching PCP. Bofors was toned down too much since last nerf, and dies to early to cheap counters like PAK40 and raketen, so it is not a competitive choice
Solution: increase AECs research timing and price, so 222 and 251 can have more "breathing room". Include bolster upgrade into AEC, so it is will not be just a vehicle research, but tactics pick for early-mid game.
Make bofors slightly more durable by adding some HP or giving back possibility to repair normally it while braced (better first so indirect fire units could be more useful). Increase bofors researchs price by the price of weapon rack unlock and add it respectively into research, leave timing the same or add slight increase, not sure at this one, but point the same: more choosing and slightly less worrying about IS upgrades.
When PCP is finished, open other locked upgrade (bolster or rack).
Leave late game the same, since it is fine.
(and yeah, for all possible Gods sake, nerf or replace "Early warning" and "Perimeter overwatch" in Royal Artillery Doc and buff Vanguard officer, he needs some sweet love).
Thread: Jagdtiger is horrible 25 Nov 2019, 22:08 PM
Jagdtiger have two using scenarios from 2v2 to 4v4
First one: single JT with some vetted infantry and some unvetted fresh replacement, since stalling for JT was hard and you lost a lot during it. Your JT is screwed by those who already prepared for it's coming, you maybe hold the line and kill 1/2 mediums with it, (nah, actually you will zone em from ur nerfed range and they will team up on other flank)
but end is always the same: you will lose or you win been carried by teammate.
Second scenario: you are well prepared to secure your super heavy. You have plenty of everything to cover it, literally played by the books.
JT does not fit into the popcap or when you think a little more you understand that KT will be a better choice literally always. 21(or 23?) popcap superheavy which has very long cooldown, ability to zone enemy armor (being meh at chasing it at the same time), extra vulnerable to flanks, underperforming vet1 ability.
So the problem is that there is just no reason to get it. There is more better choices against everything what OKW stands against in teammgames.
Thread: Heavy Tank CP22 Nov 2019, 18:00 PM
Heavy tanks are now in perfectly balanced spot, leave them alone.
Thread: Wehrm GRENS21 Nov 2019, 17:35 PM
There is no problem with grenadiers.
There is a problem with HMG42 crew. The HMG itself is very good, but crew is 1.25 RA (or it is a target size, always mixing them up) so it is too easy to wipe it out.
Thread: "For Mother Russia" (sprinting while in combat)15 Nov 2019, 13:51 PM
15 Nov 2019, 13:42 PMSander93
Thanks for the answer.
Are you guys planning to change FMR or should I just drop that thing in patchnotes from mind?
Thread: "For Mother Russia" (sprinting while in combat)15 Nov 2019, 13:49 PM
15 Nov 2019, 13:31 PMVipper
I don't mean removing a faster movement, I mean that it should happen just like with Valiant Assault:
Shocks sprint until get under fire and everything is fine.
Thread: "For Mother Russia" (sprinting while in combat)15 Nov 2019, 13:26 PM
15 Nov 2019, 11:12 AMVipper
The assault abilities currently can very easily secure squad wipes.
DPS increase is fine as long as shocktroops are not sprinting. Main problem is their potential under this ability on small maps.
Crossroads is a good example.
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