Wanted to try a slightly different early build as I haves seen other soviet players use it. Wanted to try a different spin on it in this match as I knew I wanted AssG so I skipped flamers to save muni for quick PTRS/Thompson upgrades along with mine spam. Since I am skipping flamers the goal of the cars is to inflict bleed and use up opposing muni on snares while I retreat to safety and repair. Once CP2 hits throw the ELITE infantry in car and go for chase down wipes or catch units out of position.
Went with Double engi to open for fast repairs then Penal into 1st scout car. 1st engagement went my way but did cut it close on one of my engis. We both lost same amount of models but his were Sturms so more expensive for him. Went back and forth a bit and eventually got to CP2, threw a AssG in a car and found my chance. Killed 2 Sturm squads on retreat and beat up VG but lost car, good trade and forced him to build early rak. I poke here and there but once I see his Luchs I switch to PTRS Penals hunt him down and get the wipe. As most of our engagements go my way I start to float MP. I should have hurried up and got 3rd AssG out but I build T3 which didn't do anything for me as I dont usually build LV.
At this point I pretty much am in control of my side and he is behind in fuel so I got KV8 and get some kills. WE pretty much steam role them at this point as they don't really have any counters.
I choose to try with AssG vs the PPSH elites due to AssG being mixed models squads. If I manage to steal a team weapon I can keep the remaining 3 squads in the car and still do about 80% of the damage vs PPSH squads which drop to 50%. The downside being muni cost so it drops the early game aggression a bit.
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Thread: Double scout car opening25 Oct 2022, 19:14 PM
In: Replays |
Thread: nerf the fking pathfinder and Howitzer25 Oct 2022, 18:59 PM
Riflemen early game is very good and even better when pushed up with an aggro ambulance allowing you early healing and forward reinforcement. It is good compared to what? On the allied side they are only better than IS, Cons can literally brute force a win by swarming, Penal are straight up better early on, both can be backed up by a sniper vs OST or car vs OKW while having access to being Soviet. Pathfinders can also use the ambulance so Rifleman are in a really weird place as they are meant to be aggressive but as others have stated just one getting caught in supression can really mess you up. In: COH2 Balance |
Thread: Thoughts on the M-42?21 Oct 2022, 18:46 PM
Possible changes could include some of the following: Damage to 100 might actually be the ticket. Would make getting 2 worth it despite the cost. In: COH2 Gameplay |
Thread: nerf the fking pathfinder and Howitzer19 Oct 2022, 16:46 PM
This is completely mode/map dependent as I am sure you know. Some maps OST gets the short end of the stick but most often rushing towards certain cutoffs or building with PIO is expected with GREN back capping. Really the only allied faction that can pressure OST like you describe is a straight con spam. Rifles/IS pump out a bit slower and usually aren't spammed as much as CONS. In: COH2 Gameplay |
Thread: Mortar Half Track availability.18 Oct 2022, 18:22 PM
250 behind BP1 and HT upgrade locked until CP2 would be fair as it would give USF/Brit time to get ready. Most aren't rushing a HT in smaller modes so CP2 would help stall them for team games. Early 250 would be rewarded with early Vet which could help HT pay for itself in smaller modes. In: COH2 Gameplay |
Thread: nerf the fking pathfinder and Howitzer16 Oct 2022, 18:22 PM
My biggest issue is the stall between the 3rd rifleman and the LT/CPT. That shit literally fucks up map control as it allows the OST player to muscle you thru sheer numbers. Nothing at that time is useless for OST so you get a situation of effectively 3 Rifleman vs PIO/MG/3 grens with the 4th Gren hitting at the same time as your LT. In: COH2 Gameplay |
Thread: Thoughts on the M-42?15 Oct 2022, 14:51 PM
Maybe 200MP like you said. Right now 2 are needed to do the job of 1 ZIS but there is a MP and micro penalty. I don't think you can buff their performance to much as good placement can lock out all LV which can really mess up the opponent. With VET they can take can reliably bully Ostwinds, P4 and up they gonna fail which is to be expected. EDIT: The other issue is the ZIS is just so good for the price. In: COH2 Gameplay |
Thread: Another AssG game12 Oct 2022, 21:30 PM
Game started fairly off, wasn't sure if I wanted to make sniper or not and as there where 2 OST I wasn't trying to make scout car. Finally saw ally with Sniper so I didn't want us to be to far behind infantry wise. OKW pushed my gas and I looped around to try and damage as much as possible. Ally came thru and killed Sturm on retreat while I killed another VG. Had momentum and decided to go for AssG. Allies are doing great job of hit and run along with sniper shots so we eventually get severe pressure on both gas. He makes a flak which slows me a bit but I am massively ahead in gas so I just try to hit different angles. I get his Schwerzer out of position but instead of taking it out from far I try to kill it with satchels. I end up losing an AssG and lots of manpower from retreat path. Would have been a GG moment. I keep him boxed in but his army is starting to come together so he eventually decides to push me after an arty barrage around the 22min mark. HOWEVER he makes massive mistake and goes over ICE. Never go over ICE. He loses his P4J which lets me open up my build for a 2nd Katy and T34 spam as I will have army superiority. Allies also spam Katy and howis and we punish them as they are heavy tank stalling. Ally does good job with KV2 and I spam flames and fear propaganda to setup barrages. We eventually grind them down. In: Replays |
Thread: Soviet partisan doctrine 6 Oct 2022, 18:36 PM
The unit load out is a bit weird when it is upgraded. It’s kind of strange that the PPSH upgrade gets both DOT/HE and AT gets snare plus AT weapon. Not sure why but it bugs me, I feel PPSH should get the snare and it would be a way for Penal or Support weapon player to have access to a snare squad. As it doesn’t”t require tech it could be very appealing. AT upgrade getting HE would allow for some AI capability against unsuspecting squads as Partisan cloak is better than Airborne cloak. It would also standardize and make it easier to balance around PPSH cons/SMG VG power levels. In: Lobby |
Thread: Soviet partisan doctrine 5 Oct 2022, 19:01 PM
Lets take a step back because both units got the first strike bonus at VET2. Overall, AT partisans are worse then they used to be. Unlocks the "Concussive Trap" ability. +10% penetration. +30% accuracy. -16.66% received accuracy. +50% accuracy when firing from camouflage. +10% accuracy. +20% reload speed. -23% received accuracy. So they don't need to rely on camo to avoid damage, it didn't matter if first strike was better as it got both acc and damage. Also I don't understand how the bonus ACC is better than faster reload. The partisans should be able to shoot from around mid range distance so I wouldn't expect them to miss the first shot. It is the 2nd shot that matters late game as shreks take quite a bit longer to reload so the 5 sec acc bonus is useless whereas the bonus reload could be the difference between the vehicle getting away or not, especially if the unit is vetted. I get what you're saying about player preference, its just an idea. Do you remember if it was 2 or 3 PTRS? As my idea is to avoid using the Penals as the AT unit with a cheap alternative. Thus allowing more synergy with T1. I think if players got a chance to try out a triple PTRS cheap camo unit they would like it as I believe the old Partisans had the old PTRS before they got major buffs. In: Lobby |
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