2 grens, HMG, gren, sniper.
Keep sniper with HMG and gren at all times.
Then T2 and PaK for inevitable AA HT(that yes, should be less effective, delayed) and 222(you loose it early, you're f**ed).

Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Thread: LMGs..........Again30 Jun 2014, 14:40 PM
2 grens, HMG, gren, sniper. Keep sniper with HMG and gren at all times. Then T2 and PaK for inevitable AA HT(that yes, should be less effective, delayed) and 222(you loose it early, you're f**ed). In: COH2 Gameplay |
Thread: The case of the disappearing war spoil30 Jun 2014, 13:53 PM
I'd apply common sense here. As it makes no sense to have P-47 rocket strike on axis armies, try if it isn't USF specific, because it sounds like it. In: COH2 Bugs |
Thread: sturmpios30 Jun 2014, 13:20 PM
Whilst I regard sturmpios as balanced okay, I feel Americans at this point to my mind just aren't that interesting. With Soviets I have a about 4 seperate builds I can go with multiple small changes in either of the builds. With the US all I'm see are rifles... rifles and more rifles... It's not particularly exciting and especially considering that my skill with rifles isn't that great and for me they just aren't enough to achieve anything meaningful against OKW or OH. The flexibility of USF openings doesn't come with different startring units, but different tactical options for your rifles. Do you go rifles and fast tech into HMG/M20/AAHT? Or do you stall for captain for light AT and either go stuart/PACK howie/AT gun if needed? Or you just simply stall tech at all and go for nades or bars or zookas? Do you go 3 rifles, or 2 rifles, additional RET and ambulance and make soft retreats back to it to keep concentrated field presence and pressure on cutoff while your 2nd RET caps the map and first does fighting position for rifle nade support. Just because USF don't have a variety of units to open with, doesn't mean they don't have a variety of openings. I myself played with most of what I've described above, it feels different, it plays different and its all about what works best for you. When AA halftruck "meta" for new factions calms down we'll see more builds. In: COH2 Balance |
Thread: LMGs..........Again30 Jun 2014, 13:01 PM
Tried using sniper yet? Try it. In: COH2 Gameplay |
Thread: Riflemen eating Volks!30 Jun 2014, 12:57 PM
And Katitof, even Hans thinks Volks are pretty much useless. First, volks used to be even worse, they have bad start, but as I've said, they do scale well. Volks are not and will not be self sufficient infantry, they NEED another unit next to them. And second, seeing how effectively Hans plays OKW makes me ![]() He does have better micro and awareness then me, but he doesn't seem to get OKW at all. In: COH2 Balance |
Thread: Tank pathing30 Jun 2014, 12:53 PM
Its like that since alpha, it was reported multiple times, but apparently it goes under "improved pathing" In: COH2 Gameplay |
Thread: Riflemen eating Volks!30 Jun 2014, 12:30 PM
3 rifle squads are standard. Anything more and attrition will be unbearable for USF. Kubel will secure you early wins when he is spread for capping, Flak truck with puppchen/shreck volk and sturmpio support will clear what remains if he goes for more rifles or his own AA HT. omg why people always think only for themselves. That relates to you not understanding the balance between the units how exactly? Why won't you play at least 20 games with the faction and watch some streams before calling balance issues that are not balance issues? Its the shortest way to become lolcake disciple. In: COH2 Balance |
Thread: Riflemen eating Volks!30 Jun 2014, 12:16 PM
And what makes you believe volks should stand up to them? You are supposed to sit behind cover at all times with volks(no cover is no excuse, you can make it yourself) and support them with other squads and Kubel/sturmpios. They didn't worked alone in vCoH, they won't work alone here. They are basically axis version of conscripts, except volks do scale into late game. Use multitude of doctrinal infantry or go for ubersoldaten. In: COH2 Balance |
Thread: sturmpios30 Jun 2014, 12:02 PM
Yeah, I tried that...it seems like it took forever for volley fire to suppress them, and my rfns were in green cover at the time. Besides which, you're telling me that unless I have that combo in any engagement against SPs (volley, green cover and rfn), that I'm basically up shit's creek ? Kind of defeats the idea of being able to send rfn squads all over to cap... Single RET will win against sturmpios if you use volley. Single Rifle will win against sturmpios if you let them come close, if they sit at distance, rifles got almost twice the DPS and 20% more health. Its not even complicated micro, its not even simple micro. Its all about not being braindead potato(no pun intended) and knowing when to click STOP button and Volley button. In: COH2 Balance |
Thread: Official Obersoldaten OP Thread30 Jun 2014, 11:50 AM
Obers get massacred by shocks, guards and BARifles. Every game.. just pop smoke around the area and get as close and throw grens. If someone can not manage Obers with Shocks, then he is lame, seriously. Have you tried taking them away from red cover? It helps when you are using alpha squad for ranged damage against ranged small arms. Shocks pop smoke? Why are you waiting for them before it? If someone does manage to close with shocks without ambush on obers, then OKW player should go back to easier micro games, like farmville. Seriously. In: COH2 Balance |
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