25 Jan 2021, 11:46 AMAradan
And make it non-doctrinal.
stop standardization all units. What we have left? Only chess blue versus red.
This isn't standardization. This is a deserved nerf.
Thread: Teamgames25 Jan 2021, 17:09 PM
25 Jan 2021, 11:46 AMAradan
This isn't standardization. This is a deserved nerf.
In: COH2 Gameplay
Thread: Teamgames24 Jan 2021, 23:25 PM
24 Jan 2021, 23:07 PMDharx
I tend to agree that it should be toned down, and yes, ideally in the survivability department so that it can't be used at such close range. Sure, it's a tank, but Axis rocket arty is also mounted on halftracks that normally take 2 160 dmg shots, yet they die in a single shot. Let's just assume that thy are all so fragile because the rockets explode when hit and call it a day. 2 tank shots should reliably take it down. Vehicle durability makes no sense anyway, I mean Kubel can tank a direct shot from an IS-2...
Agreed. Give the Calliope Sexton or Priest durability.
Thread: [Winter Balance Update] OKW Feedback15 Jan 2021, 22:18 PM
15 Jan 2021, 19:20 PMStug life
well if people want to switch form line to circle barrage u are free to do so , IF u DON't come crying on the forum 5 min later that it's too op
This. Circle barrage would unironically make the thing even stronger. Adding random scatter would just make it harder to dodge.
Thread: Smartie's commander reworks: OKW15 Jan 2021, 22:16 PM
15 Jan 2021, 20:36 PMGeblobt
Falls are fine. Valiant Assault is not. The 4 FG42s are infinitely more cool than Valiant Assault. Agree with IR StGs having little use and Sturmtiger not synergizing well with the commander.
Thread: Smartie's commander reworks: OKW15 Jan 2021, 22:15 PM
15 Jan 2021, 21:49 PMSmartie
Mostly because a Pfusis suck without upgrades but are still expensive. So no point getting a supporting squad on when you could just get a 4th Volks, and no point getting them mid game because the manpower is spent better somewhere else.
Thread: Smartie's commander reworks: OKW15 Jan 2021, 15:51 PM
15 Jan 2021, 10:33 AMVipper
Why? There were some Falls paradropped during the Ardennes offensive and the paradrop in game is cool. I like the idea of getting rid of the bundle grenade. Would take a Panzerfaust and Vet 1 Blendkorper for the Fallschirmjagers.
On the topic of Luftwaffe, Valiant Assault is a dumb ability and should be reworked.
Thread: [Winter Balance Update] OST Feedback14 Jan 2021, 00:09 AM
13 Jan 2021, 00:43 AMPip
IF sandbags go on Sturms, then decrease Sturm sandbag build time.
Still hard no on sandbags going to Sturms though. The unit already has too many things to do, and it also makes Volks less important.
On the topic of Ostheer, I like the idea suggested earlier that allows Grens to build trenches.
Thread: Soviet tech change suggestion14 Jan 2021, 00:00 AM
13 Jan 2021, 08:26 AMT.R. Stormjäger
One could rebalance Penals by reducing their cost from 280mp to 270mp but compensating with replacing 4 SVTs with Conscript mosin nagants.
How about 3 SVTs and 3 Mosins? Penals still take a long time to get on to the field, would probably be better to at least let them keep half their SVTs.
Thread: Tips for a novice player?13 Jan 2021, 22:14 PM
You capped the points on your side first and the victory point on your side with your Sturmpioneer and your Panzerfusilier squad. This was a minor strategic error because you could have advanced the fuel point close to the enemy spawn with both your Panzerfusiliers and your Sturmpioneers and let your Kubelwagen do the backcapping. In the early game it is more important to win engagements than to cap territory. DevM made a great video about it here: https://www.youtube.com/watch?v=pJANA2V_3E8
When you did engage the USF Riflemen at about 1:30, you engaged with your Kubelwagen first. This was also a mistake. The Kubelwagen is weak and is best used as support. You should have had your Panzerfusiliers take fire in cover while the Kubelwagen supports it.
Also around 1:45, your Sturmpioneers are doing nothing behind some sandbags. You could have advanced on the munition point, or more ideally, moved them toward the to assist your Panzerfusiliers and your Kubelwagen. You eventually did bring them in, but too late. The Kubelwagen was already forced back.
Two critical mistake here: you approached USF rifles with your Panzerfusiliers. Don't do that. USF Rifles are best at close range, and Panzerfusiliers are best at long range with their K98s. A late retreat combined with USF Rifles being very strong on the move meant a squad wipe.
You also charged your Sturmpioneers over red cover against Rear Echelons. Always be careful of red cover. His rear echelons were actually able to win against your Sturmpioneers because of the damage sustained on approach over the red cover.
At 3:30, you threw a seemingly random incendiary grenade at the middle VP. Don't throw incendiary grenades unless you have to force a squad out of heavy cover, otherwise you'll just waste munitions. The Rifleman squad in question wasn't even in yellow cover. While we're talking about this same engagement, you can see that their are two USF squads fighting your single Volks squad. Your Volks squad has no chance of winning this engagement (although your opponent was dumb enough to keep his riflemen in the flames) as there is no support anyway nearby, and the smartest choice would be to soft retreat to prevent manpower bleed.
Your build order was questionable. Usually 2 mainline infantry is not enough, you'll want at least 3, 4 is usually what most OKW players go with. At this time you have the manpower to get an extra Volks or Fusilier squad.
4:49: Good use of cover and supporting units for the Panzerfusilier squad at the VP on your side.
Volks incendiary grenade around 5:15 was mostly unnecessary. It's just yellow cover. If the opponent was better he would have easily dodged the flames and made the grenade a waste of munitions. It only worked because your opponent wasn't paying attention at all to his Rifleman squad. Make sure to hug the green cover with your Volks, as they're only in yellow cover.
3rd infantry squad at 5:30+ is really late. You had enough manpower to get him earlier before you set up the Mech truck.
I think you could have committed your Sturmpioneer more in the fight. While they were a model down and had lower health, they was a point in the engagement where if you kept them in the fight they might have been able to force off the left Rifleman squad (from a bottom camera perspective).
Also, upgrade the Panzerfusiliers with G43s first before upgrading Volks with StGs. The G43 upgrade is better.
6:51 - Again, stay at range against USF squads with your Panzerfusiliers. I have no idea what your USF opponent is doing at this point.
8 minutes: There is a lull in activity at this time. You know you just wiped a bunch of enemy squads. Why not take this time to push on and capture territory (such as the fuel point or the opponents' cutoffs), or assist your teammate?
9 minutes: late retreat on Panzerfusiliers against double M1919 Paratroopers. You probably know that M1919 Paratroopers have massive DPS potential, so always be careful when engaging elite infantry. In other words, be prepared to retreat since your squad will probably lose.
If you're having difficulty paying attention to squads under fire, look at the unit banner in the top right corner or use the tactical map.
The Puma was an odd choice, and honestly, the wrong one. The Puma isn't great against infantry and since you haven't seen a light vehicle from the USF at all, it's pretty safe to assume they're going to rush a medium vehicle, as most light vehicles come out before the Puma. The raketenwerfer would have been a better choice since it wouldn't have delayed your own medium vehicles.
10 minutes: You don't ever push on past the middle VP even though can. Don't think of the middle as a sort of boundary line. Always push on closer and closer towards the enemy base. Continue to decap and cap enemy points past the middle of the map. You had previously wiped many of the squads belonging to the USF player on your side, so you should know that their field presence is awful. A push with all of your squads could easily win all of the points on your side to your team.
Panzerfusiliers are idling just below the VP on your side. Why not go take some territory with them?
11 minutes: You got lucky and the opponents made an AA halftrack. Now your Puma actually has a target, but it takes a while, almost 30 seconds, to react to it and chase it with your Puma. Try to remember what units you have at your disposal so you can react to threats as fast as possible.
11:50 - you disengage with your Puma. You can see that opponent only has Rear Echelons, a Captain, and a Lieutenant who is on the way supporting the AA halftrack. None of these units can snare, and the Puma can absorb a few hits from the Bazooka. This is definitely a risk worth taking since you very likely to destroy the AA halftrack and get your Puma out safely.
12 minutes - just as a note, most units perform much worse on the move. To maximize DPS keep your Panzerfusiliers still. Also, you could have engaged the opponent's Captain and Paratroopers freely since they were suppressed. I have no idea why you soft retreated your Sturm Offizier when you could have attacked the Paratroopers and the AT gun.
13:30 ish - grenade on the 50 cal watching the center point. It was already smoked previously too. The 50 cal packs up ridicously fast so you could have easily changed position.
14 minutes - late retreat even though it was pretty obvious your Sturmpioneers were going to lose against the Lieutenant and Captain. Retreating late only causes manpower bleed and increases the chance of a squad wipe. Again, never attacking past the middle point. You could have easily harassed the opponents officers and Paratroopers before and including this point with your Puma since they lack anti-vehicle (except the Lieutenant with his Bazooka).
Side comment - the M1 AT gun is in a terrible spot. It can't make use of its range or its huge arc because there is a building in its way.
15 minutes - again, not bringing the fight to the enemy.
15:30 - should have focus fired the M1919 paratroopers first since they are already in their prime range to maximize DPS.
16:30 - finally decapping enemy territory. However, still not going for the center VP, which is undefended. Again, you just wiped 2 paratroopers. There is no way you are going to run into a strong force.
17 minutes: after capping the munition points, you retreat instead of continuing on even though you have run into NO resistance. Keep pushing. If you actually pushed for his fuel point you wouldn't have to worry about Shermans.
18 minutes +: Not attacking your side, or helping your teammate. You're doing nothing.
19-20 minutes: you could have manned the M2HB to deal with the blobs. Again, late retreat on the Fusiliers meant they got wiped. Always be careful of two things: blobs and elite infantry. Whenever you're facing anything belonging to these two categories, be ready to retreat.
21 minutes: M1 AT gun still behind building. Not pushing with the Sturm Offizier.
22 minutes: the Panther wasn't necessary. You don't have to deal with much armor since you already knocked out the 2 Shermans on your side, and the other guy only has 1 Sherman. Rather, you have to deal with infantry. A Panzer IV would have been the better choice. A Panzer IV also could have come out earlier and helped deal with that blob on the middle VP from 19-20 minutes.
23 minutes: poor micro with the Panther. Don't expose the rear armor. Use the reverse function.
Always make sure you are doing something. Be aggressive. Either push forward past the middle on your side or help your ally. Know that each time you wipe a squad or force a unit to retreat, you are diminishing the opponents' field presence and that you are making it easier for yourself to take enemy ground and push forward. And finally, try to be more attentive to your squads, especially when they are facing high threat enemies like elite infantry or blobs.
Thread: 1v1 on Crossing in the Woods13 Jan 2021, 18:18 PM
OKW vs. SOV on Crossing in the Woods