in 2v2...
iove been doing 3 volks> 1 kubel> raketen> mech truck if im winning>medics if im losin either way need that MG ASAP...Mg34> luchs or puma > anohter mg34>puma or luchs and then adapt. If you have to go medics its gg unless youre playing with an ostheer
firestorm commander, flamer sturms as elite inf Kappa
if you dont get boned early on you can get the luchs puma combo and really counter anything from emplacements to the inevitable light vehicle cheese, to even being able to pressure the mortar bullshit.
Had some pretty decent success even in losses..
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Register Time: 19 Dec 2013, 18:31 PM
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Game Name: CookiezNcreem
Register Time: 19 Dec 2013, 18:31 PM
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Post History of CookiezNcreem
Thread: Build Orders4 Jul 2016, 23:48 PM
In: OKW Strategies |
Thread: The Company of Heroes 2 Veterancy Guide4 Jul 2016, 17:17 PM
I am 99% sure that Volksgrenadiers do not get a -30% reload time at Vet5. At least that's what the game-files would imply. From previous patch notes where nazi zombie Volks were removed: "The received accuracy bonus the Volksgrenadiers gained at Veterancy level 5 made them extremely durable. Durability was not one of the intended roles of the squad so adjustments were made. Removed 0.71 received accuracy at veterancy level 5 Added 0.7 cooldown and reload at veterancy level 5" Whether they actually added the reload like they said they would.....is well...their problem! And you should report that to them at once! I'm leaving it in the guide because that's literally what they said they were adding. I don't have the ability to check and detect ninja changes, so I update this off patch notes mostly... only crewzi knows whether it was actually added or if it was ninja removed at one point ![]() In: Guides |
Thread: KT, Why?4 Jul 2016, 12:08 PM
Latch..what you're missing is that you never really play OKW and probably haven't this patch especially and don't understand the big picture here, you're only looking at it from a British Pov. Speaking of which I have no idea Why you don't laugh hysterically at an OKW player going KT while playing as Brits? cant you not just zap it with a firefly...? Piat sappers with 6pdrs? Wipe his whole MP based army with a mattress while he stalls? strafing support? Brits aren't lacking in ways to rape a KT or the player stalling for it.. that's for sure In addition to the problems OKW face by losing tech structures in the first place(no medics, no repairs, no area denial This "nerf" is completely unnecessary. And the description of the requirements to field a KT are "build 3 structures" not, have all 3 built and standing, which would be unbelievably unforgiving. And for what reason?? In: COH2 Balance |
Thread: allied simpleton units3 Jul 2016, 23:10 PM
![]() In: COH2 Balance |
Thread: Mentoring Scheme 2016 - Mentee sign-ups2 Jul 2016, 13:04 PM
mentee signups are now open! In: Mentoring |
Thread: OKW HQ's 1 Jul 2016, 11:18 AM
really simple things wouldve helped you alot, at 9 mins when you first tried to push the medic HQ your ZIS gun was late to the party. Otherwise you probably would've taken it out much easier. But your whole push was just mistimed, disjointed. instead of pushing forward with your cons there you shouldve waited for your AT gun and then used the cons to defend the AT gun and recrew/merge as neccessary, not used them walk up to the fuel point and die pointlessly. 10 mins: dont waste 60 muni/time on max range zis/su76 barrages IF youre gonna barrage with those get close. really the overall game losing decision was SU76 instead of T70... SU76 had no purpose when you got it.. you had T2 and AT guns, why get an SU76? It has the same range as the AT gun but is FUEL that could be used elsewhere, like on a T-70 vs his infantry on the flank. If you go T70 you can dominate the far left VP with your mobility and the fact that he has no real counter to it since he went battlegroup. when he comes to push you off from there he's gonna need most of his army, or he's just gonna lose because a t70 will beat a single shrek sturmpio rather easily, and volks would just get kited if you play it right.. So you see what im saying most of his army would be tied up trying to counter your t70. then you wouldw take care of the middle with the mortar, AT gun and a spotting squad and it would go down FAST. cant really comment on the rest because it was pretty much gg from there, you started to tilt really hard, blobbing mortars and stuff and well, thats quite wrong and I think you know that ![]() In: Strategy Desk |
Thread: OKW HQ's 1 Jul 2016, 10:07 AM
yeah i feel like he can flank that mg rly easily, and if he has mortar you are dead also. also isn't it if you move your troops ehind HQ the mg wont supress them....generally i like feel there is not enough power to deal with HQ early on . Do you have any replays of you losing to this. Now you're just confusing me o: In: Strategy Desk |
Thread: Company of heroes 2 - All units mod (136 added)1 Jul 2016, 10:04 AM
Hi, Hmm ok. you can open your own thread in the Modding forum here if you'd like to protect your modder authenticity, etc. I honestly Can't tell if this guy is stealing your mod, or loves it that much that he's just advertising it. so il keep the thread open for now, but Ill just change the link on the OP to your steam workshop link. you saw what I said about it before but I'll say it again! Great mod friend. In: COH2 Gameplay |
Thread: Apparently Ost is Weak :/1 Jul 2016, 01:18 AM
so a 1v4? vs some decently ranked players. Yeah its 4v4 but a 1v4 is a 1v4...with the "shit" faction too, vs 3 usf? honored/ In: Replays |
Thread: Company of heroes 2 - All units mod (136 added)1 Jul 2016, 01:15 AM
I literally love this mod...easily my favorite custom game chillax mod. youre the greatest. I love all the sidegrades and upgrades, M1 garand paratroopers etc. just amazing. In: COH2 Gameplay |
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