Captured opposing gas, however we got behind due to constantly losing our gas. Sniper play started slow got almost 40 kills by end of match. Assaulted the middle building with MG, my Airborne Guards wiped MG, Gren then crewed MG. Helped USF steal a LEIG which he made use of through out the game, brit held on with his valentine. They got their tanks first but they were scared to commit and we punished mistakes. Game slowly snowballed once our arty started to pound away. They dropped one by one.
Airborne guards got 45kills and several wipes, pretty proud of that. |
Please be my guest and choose whatever option that suits you. It's not like the first time Lelic doing overnerfing 
What you think about making them similar to Jaeger command squad/commissar. Only one can be called in, CP0 but on a large cooldown so it is built at the same time as 3rd Rifleman. Make it a 5 man squad with carbines replaced with Ranger guns, IR pathfinders could keep the carbines. That way each one has its own play style. |
Point being, if we imagine that Paths get 1 sniper carbine (being simular to G43 in terms of damage\acc) and 3 normal ones, with the same snipe threshold as JLI, they will instantly become even stronger then the JLI.
Exactly, people don't seem to understand JLI are balanced around fighting larger squads. If USF Pathfinder became a JLI clone shit would get dumb real quick. Even at 1 CP, all USF would do is put out some cheap RE to cap and tech so that they could get to CP1 and then start the BLOB. Even with the delayed start the player would be fine due to bleed amd access to both MG and AT from the commander. |
There were around 10 or more squad wipes in the last 6 mins of the game.
GG |
After that was fixed, you could still tell because windows would be broken from enemy squads entering the building (even in the fog of war), I believe. Unless they were patched at the same time.
Nope, still there just like you can tell where a vehicle is early game when fences and shit break in the FOW. Really helpful when you go for sniper. |
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We were on the back foot from the start, we weren't playing bad but soviet ally went with double sniper start which meant we were getting bullied around quite a bit. I decided to go for Anti-infantry tactics, overall a very weak commander but wanted Assault Guards. Got an early wipe with scout car shenanigans, was doing a lot of heavy lifting for sniper ally until he got his guards out. Since I felt we were behind I went for SU85, was a good call because one axis player had 19 MIN KT. He bullied us on left side of map for a bit but I think he got over confident and pushed a little to far. He had some light damage so I was able to snare him with PTRS Penal while my SU85 and ally Guards unit took him out. Huge win as right when we killed it he made a Strumtiger and other OKW got KT. USF and OST are fighting it out on the right side of the map which is fairly even fight.
We get some Katy to try and slow down axis pushes, it doesn't do much at first but we slowly start to bleed them. Game is little by little going in Axis favor, at one point there is 2 KT, Strum a few Panthers and some P4. However I finally get a wipe with katy and I think ally katy gets one or 2. At this point Axis isn't really replacing infantry squads they just keep saving up for more tanks. During a push we are able to damage KT and ally rams it and destroys it with bomb drop while his P4 is destroyed seconds later. . I swing over a few times to help USF against 3 Panthers and P4, at around 43 min mark massive tank battle were several tanks are lost on both sides but this allows USF to place massive pressure on right side of the map as I quickly replace lost SU85. We catch the other KT out of position and since it doesnt really have any where to hide we are able to finish it off. Axis quickly call in JT but due to its lack of AI we contest VP as much as possible. We get down to 8 points but there lack of infantry really causes problems and allows us to secure victory. Really good game give it a watch and let me know what you think.
Side note: Anti-Infantry commander is fairly weak, I like Assault Guards but they are not good enough to carry this commander. The two mid-game off maps are both area of denial abilities. Too much overlap, replacing one with mother russia would stay with Anti-Inf theme but give more synergy with AssGuards since it would allow them to spring. |
Went with a sniper start while it looked like USF ally went with RE rifle nade meme build. Due to slow start OKW was able to push me back to base but I felt pretty confident I could beat him back just needed to get my car and penal play going. After some back and forth I got my flame clown car against his damaged sturmpio and fussi, I lost M3 he lost sturm so I thought it was a good trade. He keeps up pressure while bringing up his cargo truck so I just play conservatively while taking sniper shots and force a retreat and kill truck before it finishes setting up. After a bit, he tries the same thing and is able to set it down. Once again I force mass retreat while getting a wipe, damage cargo truck but low on munis. I decide to go terror so I can get an immediate Airborne squad to help defend while I save up muni for final satchel. He comes but I am able to destroy the truck. I play it safe and retreat again he decides to go mechanized to get luchs out.
Rest of map is pretty evenly split, however due to brits and RE meme build they have no snare so any good LV push could mess them up bad. Since I get PTRS for a Penal squad the Luchs harasses mid VP. He does a good job but I don't see any other unit from him due to wipes. Looking at the replay he starts to store up manpower as he stalls for Obers. Due to his lack of field presence I attempt to attack mid Axis but I get pushed back a few times. I feel I can get it just need to catch him at the right time. I finally wipe a few squads as allies did a good job of pushing him back at the same time. At this point 2 Axis players have nor army but mid player happens to get his P4J and rushes for USF scott which he kills due to lack of snares and AT.
I try to ram but fail spectacularly between my tank, PTRS and Ranger zooks we are able to get him to about quarter health and as he thinks he gets away clean he runs over a mine I placed and dies. At this point right side Axis finally pumps out 5, yes 5 Obers and begins to attack me. Due to all the stalling he did I am able to get out my T34 and pretty much bully him back making them fairly useless and with heavy reinforce cost keeps him from being able to spam Raks. His team mates start to drop and he pushes me one more time with puma but PTRS is there so he calls it quits. |
Assault engineers used to have no cooldown and depending on the map would overrun everything. I think the biggest issue was it made OST MG useless so they had to slow it down and gave the same nerf to everyone else. |
how do you even let people mine your retreat paths in your backline?
cant you still do this but instead playing wehr, planting s mines in the enemy retreat path and massacre retreating infantry?
S-mines suck but you can see the sign post in the fog of war, so if you playing 2s or 3s you only really worried about one section of the map. They also kept playing with the build time because it seesawed between too fast and taking way too long to put down.
With regular mines it was luck if you got a mass retreat throwing some mines down next to corners instead of middle of the road would allow you to get a wipe since squads always clump up to turn the god damn corner. Personally I hope they address this with COH3 since it is really bad on 6 man squads. |