Oh my oh my oh my.
I've gotta agree with Long Johns here:
Didn't need the Mortar HT
By getting that, you sacrifice any offensive capability that the stuart would give you...
Rifle nades do the same thing against MGs as the WP rounds do against the MG34, and they're more accurate.
float less muni! More m1919s pls!
As Long Johns says, it's all about momentum.
not sure why you got a fifth rifle. mis-click?
Floating that much fuel you would've been better off replacing the lost rifle with LT, then an MG.
Okay, bed now...
If you had more m1919s you would've shut your opponent down. He would've been done. With your squads in pairs, your *four* m1919s would've melted those volks w/ schrecks. Falls wouldn't have mattered to you. you would gun them down as they approach you, and you would out dps them at range. With nades, you just smoke his supporting MG34.
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Register Time: 20 Jan 2014, 06:00 AM
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Game Name: GBPirate
Register Time: 20 Jan 2014, 06:00 AM
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Post History of Gbpirate
Thread: Infantry Company playstyle17 Jan 2016, 07:42 AM
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Thread: USF commanders17 Jan 2016, 07:30 AM
In 1v1, Pershing, Calliope, Armor/Infantry company are good choices. Pershing, for reasons stated below, Calliope for M1919s Armor company for flamethrower/mines (Assault Engies have same mine as pershing/inf. co.) and demos, as well as M10s, letting you stay in Lt/cpt tech before getting major/making a comeback Infantry Co. is good because of M1919s, mines, time on target barrage. I don't own pershing, so my loadout is calliope, Armor, Infantry. Rifle co. used to be good, but it, like airborne, is eclipsed by others. Mechanized & reconsupport were and still are garbage. 4v4s, I almost always go calliope when playing as USF because it's so good. much better than katyusha, M1919s are great on rifles, RE squads. If there's two USF players, one going infantry, the other calliope is good. I use calliope for blobs/med trucks, priests (en masse) are good for barraging trucks/heavy tanks (like Jagdtiger). 3-4 priests on any truck can lower its health, stop vehicle repairs, and kill retreated blobs. 2v2 it varies; usually calliope or infantry. having on-map artillery is great. you can also popcap abuse (same goes for 4v4s), but armor company can be useful if you have a brit ally on an urban map as they lack flamethrowers. Getting 2 assault engies, however, is risky business. |
Thread: Infantry Company playstyle17 Jan 2016, 07:22 AM
Thanks for the advice, I totally forgot about mines in favor of more weapons. I do not like USF tanks, which focus on mobility but can't really flank as well as infantry. Because they are really squishy and probably won't get any veterancy with my bad unit micro. 1) Mines win games! 2) You can flank with tanks, especially on a map like Crossing. Just need to know what AT is where and to knowingly swept the area/routes you're using. a) don't chase and get shit killed. no need to chase excessively. It's better to take ground and preserve your shit rather than risk your own stuff, potentially losing you the game. 3) Pack howitzer is good, but it won't stop a blob 4) With 4 rifles, that's a formidable amount of infantry, but by the time your fourth rifle came on the field, you had enough fuel for captain but only ~100 mp. Consider making a second RE right away or after the third riflemen squad. a) With this build, you have a an extra 1.5-3.0 manpower income (because of the popcap difference between riflemen and RE). Additionally, this can allow you to backtech to LT (to get extra AI power missing from 3 rather than 4 rifles, but also, you get access to the .50 cal). Alternatively, you can go Lt - M20 - Captain - Stuart. This delays the stuart by 70 fuel (~3-5 minutes) but it's still viable. M20 can force your opponent to tech to T2 faster/build a raktenwerfer earlier, taking up some of their popcap/manpower but sacrificing their own anti infantry power in the early game. Even with M1919s, you can still use your rifles aggressively, flanking, etc. I'm not watching past about ten minutes (I want to sleep), but in general I can say that, as USF, using your munitions is crucial. As others have said, use those munis! LMGs, mines (mines in doorways as well; maps like Arnhem, Kholodny, etc., put mines in front of important buildings' entrance(s). Also, smoke grenades are useful. LMG obers, falls, MG34s/42s, LMG grens on the field? smoke 'em. Any infantry that can close (LT, rifle w/ BARs, RE w/ BARs) will do great as well. M20s are good because you can lay the M6 mine that disables vehicles and does high damage. Late game, building an M20 can be useful just for those mines. Also, you can sub out the vehicle crew w/ an RE squad, grab an extra zook, then give yourself a nice helper for your captain. In general, don't confine yourself to one build order. Give yourself options. Calliope commander and Pershing are also good in 1v1s (m1919, infantry mines, respectively) |
Thread: Armored Assault in 1's 85's or IS-2?17 Jan 2016, 06:32 AM
@OP, what I usually do as soviets, regardless of my opponent's faction, is 2-3 Maxims, 2-3 cons, and a squad of shock troops (with Shock Rifle Frontline), then a T70 if I'm fast, or an SU76 if I'm behind. With armored assault, you get a distinct advantage over shock rifle frontline with the radio intercept. you know what your opponent has, and can predict what your opponent might build (puma just came out? don't get a T70 or a meatchopper; go su76). The only downside to getting 3 cons rather than 2 and a squad of shocks, you lose a lot of offensive firepower. Anyway, what I usually end up doing with this build is getting 2-3 SU76s, then an IS2, then teching up. Ideally, you don't lose any units (especially armor). Anyway, long story short, I'd recommend getting IS2, then T34/85 later, as popcap allows. Maxims are tricky to use (because of the deathloop on retreat), but when you get the hang of them they can be quite effective. SU76s should be used like mobile AT guns; watch out for AT snares. at 100% health they will get a damaged engine. Long story short, hold out in T3 for IS2, then tech to T4 if necessary. Teching up is a good way to spend fuel; it's good to spend resources if you're not saving up for anything in particular, popcapped at the end of the game, etc. Examples would be caching, getting T4 tech, back teching to T1 (for a sniper or two). |
Thread: Mayor antenna visible in fog of war16 Jan 2016, 23:56 PM
Hmm, Mayor? Simcity? It's, unfortunately, hard to build sim city as the USF :/ In: COH2 Balance |
Thread: USF Ambulance Bug?16 Jan 2016, 22:46 PM
Also, the point cannot be contested; i.e., your opponent cannot be capping it while you're trying to reinforce. Healing works anywhere, I think. if you attach replay or confirm yourself that would be helpful for us/Relic In: COH2 Bugs |
Thread: Gren 42 and G43 combo15 Jan 2016, 05:22 AM
I'd rather bring things up or down to Ostheer levels personally. I think it's almost the best feeling faction at the moment. I have to agree with you guys. While G43 grens w/ LMG42s would be cool, it definitely would break balance against soviets. Ostheer has a great, linear design with doctrines that can change things up which is good. I think that's better than having factions where your build is determined by your commander (like the okw commanders w/ mid game infantry, but that's been changed thanks to their tech changes). The unfortunate part for Ostheer is that their early game suffers, at least in 1v1s. In: COH2 Balance |
Thread: Fun times in 1v115 Jan 2016, 04:16 AM
Just gonna post some replays w/ short description of what happened. This is me asking for advice and what I can/can't fix in 1v1 as ostheer. Any feedback would be appreciated. Thanks guys ![]() BO: Gren MG Sniper Gren. Didn't prepare for Stuart BO: same as above, but w/ mortar. Didn't prepare for AEC (forgot that AEC is viable w/ the new buff. lost 2 squads early, unfortunately.) BO: same, with additional MG and a third gren later in the mid game. pack howie was a common problem and, with vet, wiped a few grens. Felt like I could've used the p4 infantry command tank rather than the panther in hindsight, but I was expecting a sherman or more jacksons. my PaK gun ended up sitting in my base doing nothing for the latter half of the match ![]() |
Thread: gg on Langres15 Jan 2016, 04:12 AM
nice 40 minute game on Langreskaya, Airborne vs. Blitzkrieg Any helpful comments/tips would be great. I accidentally built a third pio squad, forgive me. Overall I thought it was a good way to play ostheer in its current state. Turtle up in the beginning, then break out later when you've built up strength. note: rank at 383 before this match In: Replays |
Thread: New AEC15 Jan 2016, 03:20 AM
nice game feat. Complexity, my PE hero Forgot about AEC buff, making them viable in 1s now. They're quite effective. Didn't realize I didn't build T2, lost a gren (and my pio) early, setting me back. comments/helpful tips would be appreciated nb: my rank before this match was ~350 In: Replays |
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