Volley fire and rear echelons are just completely useless units. Volley fire is just a horrible waste of 20 munitions, most of the time.
Volley fire is great, especially when RE squads have BAR or .30 cal LMG. If a PG, Pio, or Sturmpio squad is rushing your RE and you activate volley fire at the max range, it will suppress, then pin the attacking squad.
You will win the engagement if your RE is at full health.
If used correctly, it can be very dangerous.
Stick behind green cover, or go behind a shot blocker (building, hedge, etc.)
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I lost a 45+kill sniper to a vetted rifle squad. I was at max range, and right clicked on the rifle squad. My sniper decided to close the gap and fire a shot. He also received two M1 Garand rounds and a bazooka shot on retreat, killing him.
I have noticed this before... is this a bug? Was my sniper trying to get a better shot? Was he suffering from PTSD and just wanted to get end his sad, murderous life? The rifles were behind a wrecked puma (I lost it because I lagged for a few seconds...haaaaa. It really was a great game. Lots of lag and shrek shots into the ground >_< ) but it wasn't burning (did not block LoS). |
After reviewing the replay, I noticed a few things.
I need to be more aggressive in my early game. I could've have capped his cutoff at 8 or 9 minutes in.
I also find myself in stupid engagements trying to kill a model or two from a squad, or trying to finish off his maxim squad with a suppressed flamer pio @ about 25 min. Sad.
I was floating MP early game, but I hadn't built T2 yet (my pios were in the field, in combat) and I didn't want MP drain from a bunch of MGs or Mortars. (Although, in hindsight, getting one mortar would've been a good idea). I'm not sure why my opponent was floating manpower. I would assume it was to get, first, 2 Guards, then T2 units, then, finally, two ISUs.
I was expecting armor... T34s, T70. Nothing. I should've realized ISU was coming. I should've been more aggressive before he back teched to T2, and after.
I'm actually not as good at this game as I thought I was. LOLOLOL. :'( |
Eh. He Had two AT guns, and a number of guards and cons that I can't recall. I think my P4s would've been scrap or barely hobbling it out alive with so much AT.
Maybe I just should've surrendered or mortar spammed. |
What's the best way to counter an ISU without an Elefant
Semoskiy may not be the best map for a uh... a flank.
I still think it's a bit silly that there are no tech requirements for call-in tanks and Soviet players will still rely on call-in armor. :/
I mean, the same thing applies for all factions, but especially to the Soviets. It's been this way for months and I hate it.
Any help/suggestions/replay comments would be much appreciated. |
In answer to your map question, I like to veto Crossing in the Woods, Moscow Outskirts winter, Rzhev Winter, and....Ettelbruck Station, maybe?
Moscow is just huge and the deep snow is a nightmare (sort of Langreskaya winter), Rzhev is the same deal, except it's just a large map and I'd rather play it 3v3, and my buddies just seem to hate Ettelbruck, so we don't play it.
What I find works best is getting two opening forces that can survive on their own. Not like, one guy build 5 MGs and you build 5 Grens, but each player takes 2-4 Grens, an MG (or two), maybe an extra pio with sweeper or flamer.
When I play 2v2 (or even bigger team games) I just use a 1v1 build order, which is: Gren Gren MG Gren...then either another Mortar or an MG. Sometimes I throw in a sniper after the MG for shits and giggles, but remember it's micro intensive and 360 mp invested into one man.
I would definitely recommend going outside of the box and not playing defensively. It may be good to build a bunker and a minefield to lockdown a VP, fuel, or cutoff, but being aggressive and always engaging your enemy somewhere with something is good, to keep them busy and on their toes. I always try to be aggressive (unless I know I do no have a chance to penetrate their lines) by either capping around the edges of the map, sending out patrols of 1-2 squads, or even mortaring targets through the fog of war (and then changing positions slightly with them after; try to do the same with MGs, to prevent nasty indirect fire). |
Ostwind will beat a Stuart 1v1. They both have the same caliber gun (but I'm not sure about penetration values) and I would imagine the Stuart having less armor than the Ostwind, and, of course, having a slower rate of fire than the Ostwind. I'm not sure about how they would match up if the Stuart used the stun shots; it would have to depend if the Stuart's rounds penetrated or not. |
While blobbing has always been an issue in CoH and CoH2, but a manageable one. I feel that blobbing can go either way for the blobbing player. It's easier to counter blobs when
1)Early game micro is decent; no lost squads (units with veterancy), o.k. map control
2)You're not losing too badly
It's easy to get pushed around by a blob and it can seem unstoppable. Having enough units to counter the blob is crucial. Having munitions helps, too. It may be necessary to have more than 1 HMG squad, firing from different angles. Using green cover for your own squads is good. It lets them fire into the blob longer before needing to retreat.
If you're in a decent, prepared position with depth and you have to retreat your squads piecemeal, it can be to your advantage. If your great at multitasking, it sometimes is possible to reinforce a squad, then bring it back to fight the blob, or capture territory when the blob retreats.
Using MGs to suppress parts or all of the blob is good. Sometimes players are banking on a flanking squad to take out an MG. Generally, the key is COMBINED ARMS and FOCUS FIRING squads.
It really is situational, how to deal with blobs. I've noticed the worst from OKW and the Americans... Soviets it seems have always been good with blobs depending on the patch, and my favorite faction is Ostheer. I don't blob in the traditional sense. I move my units together and take cover, no more than two squads in the same space (for fear of a lucky mortar or grenade, etc.). I'm smart about my 'blobbing' and I'm smart about what squad to shoot at and what units to get to counter blobs.
Also, the bias in the poll options are jokes. I learned a while ago that people in the community hate those who whine. Even if something really is OP (like the M15 AA HT), gripe about it in an intelligible, sophisticated way. |
Thanks Romeo! I appreciate it. I hope you enjoyed it |
I don't think the bazooka itself is a useless weapon, however, I almost never get the upgrade. As Romeo said above, the only time I use bazookas is with the Captain.
I hardly get the Captain anymore, though. I prefer to go Infantry Doctrine/LT tech (for Utility car + HMG(s)) for some nasty AI firepower, and I find that, with 4 rifles, I usually have enough map control/harassment for T4 armor to come out with German armor around the same time.
In team games/2v2 I often back tech to the captain, either for some infantry AT or for one AT gun.
I played a 2v2 on Vaux Farmlands and took out a Tiger Ace with 3 Shermans and a Captain. I lost one Sherman to some Raketenwerfer/PaK 40 fire, but my Captain managed to stick it out a while and landed some damaging rear-armor shots.
Luckily I had just pushed the Grenadiers off of the points they were capping so they couldn't come and faust the shermans.
Late game bazookas can be useful at ambushing medium/heavy armor. With the Captain's sprint ability and the rifles vet AT nade ability, it can help destroy or at least keep the armor off the frontline for a few minutes, and in CoH, time is sometimes all you need to keep that VP up. |