Brit (non-doc) tools to delete OKW HQs are ridiculous
Posts: 170 | Subs: 1
Since the Brits are now in a good spot right now people have used them a lot more in teamgames. Hammer tech is also a lot more common after the heavy tank tech requirements change and Comet actually being a decent unit.
Now here is the part that isn’t too mainstream yet and it has been overlooked in the past. Hammer sidetech unlocks the 50 muni Gammon bombs. Those do immense damage to OKW trucks. 2 Gammons and an arty flare (no shared cooldown) can guarantee an HQ kill for less than 150 muni and requires only 2 section. (3 if you don’t wanna tech pyrotechnics and use 3 gammons instead)
Big brain counter would of course be “JuSt DoN’t AlLoW tOmMiEs WaLk To YoUr TrUcK”
-However, the 350 manpower brit mortar pit creeping smoke barrage has very long range and the smoke barrage has 0 cooldown after finishing so it can be chained indefinitely. On most 2v2 maps that means you can chain smoke barrages (for free) and walk a few tommies up to OKW HQs taking 0 damage and there is practically nothing your opponent can do except watch the HQ go Kaboomie.
The only extremely unreliable counter is vehicle pushing but that is very hard if not impossible to pull of if several tommies are going for the HQ gib and only a single model needs to be in range.
In this situation the real big brain counter would then be “JuSt PuT tHe TrUcKs In BaSe”, right?
-unless it’s a huge 4v4 map you can just as well spam the smoke to opponents’ base entrance and go gib the trucks with 3 gammons just as fine. They can be clicked inside base sector just as well.
Things get even more big brain in brit doctrinal solutions. AVRE doc napalm barrage and a single gammon guarantee an HQ kill for 160 munitions. If you’re a cheapskate you can just use the napalm barrage and an AVRE shot for the cheapest OKW HQ oneclick in the game (110 muni)
Commando smoke raid then again makes smoke readily available anywhere on the map so sections can safely advance to kill trucks. Since it can be cast just outside the base sector the base offers little protection.
Do these big brain mechanics need changes (like gammon damage profile against trucks changed) or is it a quality meme in a good spot right now?
As a reminder this is the tooltip for Gammons regarding their use (from brit unit guide)
“This ability allows your Infantry Sections to throw Gammon Bombs. These bombs have a large AOE, but also a large timer (about 4 seconds). Cause vehicles hit by the bomb's AOE to be stunned for a short duration.”
-Clearly demolishing OKW trucks was their intended purpose instead of harassing armor (in which task they are lackluster to put it kindly)
Posts: 10
Your story in action at 23:17.
Flak HQ dies to a single Infantry Section Bomb + Flare combo under cover of mortar smoke.
Posts: 17914 | Subs: 8
combined arms and micro op
Boii, wait until you find out about Katiusha, penal satchels, soviet mortar smoke and engineer demo charges, or USF major arty.
Posts: 170 | Subs: 1
tl;dr:
combined arms and micro op
big brain tl;dr;
2 Tommies and smoke = Big Brain combined arms
2 clicks for smoke, 2 for gammons = Big Brain Micro
Posts: 833
As for the mortar pit... I mean if he managed to build one in range and support it in combined arms with smoke he probably deserves the truck wipe.
The game isn't Flak tower balloon defence Berlin edition
Posts: 173
big brain tl;dr;
2 Tommies and smoke = Big Brain combined arms
2 clicks for smoke, 2 for gammons = Big Brain Micro
3 Penals and smoke from 120mm mortar = ACSENDED
OKW trucks are not supposed to be some sort of indestructible structure. All base buildings can be destroyed pretty much the same way, only difference being that you need to walk into base sector.
By putting your med-truck/FLaKtruck outside of base sector, you risking with that truck in order to get higher reposition time/lockdown a cut-off.
Slap some mines, get 20mm flak to guard it, all that stuff.
Posts: 17914 | Subs: 8
big brain tl;dr;
2 Tommies and smoke = Big Brain combined arms
2 clicks for smoke, 2 for gammons = Big Brain Micro
That's still combined arms and multiple upgrades at play.
You don't want to lose trucks, don't deploy them in the middle of the map?
Posts: 808
big brain tl;dr;
2 Tommies and smoke = Big Brain combined arms
2 clicks for smoke, 2 for gammons = Big Brain Micro
dont be surprised too see him defending this. but srsly, how did he mention soviet engineer demo charge on OKW shwere ? lol, clear example of someone who has no clue about the game
Posts: 17914 | Subs: 8
dont be surprised too see him defending this. but srsly, how did he mention soviet engineer demo charge on OKW shwere ? lol, clear example of someone who has no clue about the game
And here we have a clear example of someone who never once in his life used smoke.
Posts: 13496 | Subs: 1
I even made a tread about it before the patch.
https://www.coh2.org/topic/104046/heavy-gammon-bombs-smoke
Since the AA gun now has a price on it there is not reason not to have manual targeting.
Posts: 3588 | Subs: 3
Posts: 956
Posts: 170 | Subs: 1
You are aware penals have satchels from minute 0 right? Or that using smoke pyro locks you out of arty for a couple of minutes.
As for the mortar pit... I mean if he managed to build one in range and support it in combined arms with smoke he probably deserves the truck wipe.
The game isn't Flak tower balloon defence Berlin edition
Penal satchels would most likely require a T2 sidetech for smoke + soviet mortar smoke isn't creeping so you can't safely advance under it unlike the brit one.
Brit section smoke is useless so the rational scenario is to account for the opportunity cost of the mortar pit strat to kill an HQ.
Atm any sane brit player has at least 2 tommies, will at some point tech up usually to hammer or anvil level and has pyrotechnics so the main opportunity cost to gib OKW HQs will be the mortar pit. Even if it is killed you basically trade 350 manpower for 270 manpower, tech deny and a lotta (135?) fuel. That is a good trade for brit.
As I previously mentioned the creeping smoke barrage has huge coverage in smaller game mode maps so a conservative mortar pit position can still often deny a conservative HQ placement. (see my big brain counter strats in the original post)
Posts: 833
Gammon bomb have no reason to do extra damage to buildings since they are vehicles snares. Mainline infatry have little reason to have the utility of blowing up structures.
I even made a tread about it before the patch.
https://www.coh2.org/topic/104046/heavy-gammon-bombs-smoke
Since the AA gun now has a price on it there is not reason not to have manual targeting.
It's ironic because changing gammons into an AT snare would be a enormous buff to Tommies if anything
Axis would actually have to kite with vehicles against Tommy blobs instead of driving into them guns blazing
Posts: 203
Good meme, I rate it somewhere between close the pocket in 4vs4 and sub 10 minute KT. Carry on
Posts: 170 | Subs: 1
That's still combined arms and multiple upgrades at play.
You don't want to lose trucks, don't deploy them in the middle of the map?
Most of the required upgrades are acquired regardless of the HQ deny strats so the main opportunity cost will be the mortar pit that isn't stock standard brit 2020 build.
And for the HQ positioning argument to matter we just need to ignore a few big brain facts like the insane creeping barrage range and spammability + the lack of reliable counters and a cost efficient trade of sacrificing a pit to kill an HQ.
Posts: 956
It's ironic because changing gammons into an AT snare would be a enormous buff to Tommies if anything
Axis would actually have to kite with vehicles against Tommy blobs instead of driving into them guns blazing
PIAT? Iirc the AT IS get a snare too.
Posts: 833
PIAT? Iirc the AT IS get a snare too.
Mixing piats on Tommies is a bad idea due to the reload penalty Tommies suffer with picked up weapons.
Sure you can mix in a engineer squad or BOYS Tommy for snare but it's not going to be pushing back a heavy vehicle like a blob of cav rifles with AT satchels can.
Gammon AT nades would just cement anvil as never being picked again.
Posts: 17914 | Subs: 8
Penal satchels would most likely require a T2 sidetech for smoke + soviet mortar smoke isn't creeping so you can't safely advance under it unlike the brit one.
120mm is still a thing. As rare as it is, it still can smoke for you.
Posts: 170 | Subs: 1
120mm is still a thing. As rare as it is, it still can smoke for you.
I promise to make a post about it if I start big braining with that strat
Now let's get back on topic please
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