I used to use the smoke bombs a lot. I'd often drop them on enemy tanks (because I wouldn't realize they didn't do damage; i just saw a Stuka and said... Stuka kills tank. Use Stuka) but I think arty smoke drops. A good way to fool the enemy into retreating a blob or backing up tanks. The problem is that it's only on a few (or even one?) doctrine.
I think we should buy abilities rather than commanders and create our own mix, with some guidelines as to what you can put in a commander. (i.e, not all passive abilities, not all airstrikes, etc.)
Profile of Gbpirate
General Information
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 16 Jan 2026, 01:51 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence:
Canada
Nationality:
United States
Timezone: America/Toronto
Game Name: GBPirate
Register Time: 20 Jan 2014, 06:00 AM
Last Visit Time: 16 Jan 2026, 01:51 AM
Broadcast: https://www.twitch.tv/gbpirate
Youtube: https://www.youtube.com/channel/UCON2ubiyRfjP0HY9AGAuXIw
Steam: 76561198035726839
Residence:
CanadaNationality:
United StatesTimezone: America/Toronto
Game Name: GBPirate
Post History of Gbpirate
Thread: German abilities rarely seen9 May 2014, 04:19 AM
In: Strategy Desk |
Thread: CoH2 in a nut shell6 May 2014, 20:16 PM
I am so so so so sorry Basilone... I watched the game. All of it. It must have been an incredible feeling when Alastor lost... It was really, honestly, ridiculous. Imagine if, somehow, by some miracle, both of your tigers were destroyed... I think I would have sold my computer and lived in a monastery because there is just too much "bullshit". In: Replays |
Thread: Intense 1 Hour. 1v1 4 May 2014, 17:26 PM
A game I just played... and lost. It was well played by both sides, but ultimately, the game was decided by VPs. In the last 2 or 3 minutes I lost alot of my squads due to poor simultaneous micro... If someone would like to look at this and give me their opinion of what to do differently, that'd be appreciated. I think I may have been better off replacing my lost MGs, or at least keeping one late game. There's a brief ISU-152 v. Elefant match in the end... German Engineering > Soviet tractors although neither vehicle actually got destroyed... The game is a good display of the importance of combined arms (and the effectiveness of AT guns against infantry units) ![]() In: Replays |
Thread: Ostheer Sniper: NO laughing matter4 May 2014, 17:19 PM
A good game on Semoskiy Winter... a lot of fun. I won (thank God... I've been losing a lot since last patch, especially to the Sherman. I've got a lot of gripes about that tin can) and used a sniper for most of the game until he died in the late game. He played well though. I didn't see how he died... poor bastard. He served the Fatherland well. In: Replays |
Thread: Elbe Day Update30 Apr 2014, 22:37 PM
I hate the Sherman... for it's cost it's effective - it might even be slightly too effective. In terms of historical accuracy, it's incredibly OP. The thing should burn in one penetrating hit 99% of the time... but hey that isn't balanced at all so I guess it's alright. Just frustrating when a Panther gets penetrated in the frontal armor at long range >_< In: News |
Thread: Fun Game; new commanders... Sherman OP?27 Apr 2014, 18:29 PM
Here's a 50 minute game on Langreskaya Winter. Both sides played well, but the M4C Shermans cost me the match. Both of us used the new commanders. Soviets relied on a double sniper + con opening and the Germans used a double gren, double MG, mortar opening. Enjoy! In: Replays |
Thread: New MG + AG strat?26 Apr 2014, 14:10 PM
what if your opponent goes m3 + snipers? or maxims + mortar? I understand that 2 mg's are really good vs conscript openings, but i have little faith vs other soviet openings. Interesting build tho! Well, Spanky, I guess it's just looking at your opponents bulletins, and hoping he uses a conscript opening. There's always the surrender button, too. In: Replays |
Thread: New MG + AG strat?26 Apr 2014, 05:25 AM
Here's a pretty decent game... 1v1 Stalingrad. A build order I've found interesting and useful: T1 AG MG AG MG AG T2 From there I kinda go with whatever works... I won in under seven minutes on Langreskaya summer; the two MGs can help cover flanks or pin conscript blobs. AGs are good at CQB (although I find that they often lose to conscripts even at short range... not sure why). With no munition spending on upgrades, I often have 150 + muni stockpiled before I tech for T2, so I am free to use the AG grenades (which really turn the tide against shocks or ppsh con... well worth the investment if it does damage. I managed to have enough muni to get a shreks on my PGs... My oppononent ended up getting 2 T-34/85 call ins. This replay also demonstrates the *best* way to cap in Stalingrad: send units to both fuel points and make sure you win at least one of the engagements. In: Replays |
Thread: Tank Call In Fuel Cost26 Apr 2014, 04:02 AM
It is extremely frustrating when this happens... even if the fuel race is about equal, it seems the Soviets just skip building a T3 or T4 and opt for the T34s... I played a game where I had the enemy almost pinned to their base when an isu comes out, wipes 3 squads in 5 minutes. If you're German and happen to be losing the fuel race, a KV-8 could come out (only 135 fuel?) and your PaK guns are just BBQ'd... It's just frustrating when the some big tank comes out and wins the game for them... especially when their inf. micro is bad. I don't mean to sound like I'm ranting; I'm just tired. sometimes CoH2 can be real frustrating. In: Strategy Desk |
Thread: MG42 v Maxim12 Apr 2014, 20:21 PM
Why is it that an MG42 in light cover will lose to a Maxim squad in no cover (or even negative cover)? I've seen this before: MG42 opens up on Maxim, suppresses them; Maxim squad turns - while suppressed - and fires on MG42 squad and suppresses it, then pins it. I think this should be fixed; it would leave Ostheer more ways to defeat a 6x Maxim opening. |
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