Your favorite Elite Infantry and Why?
Posts: 599
For me:
1. LMG Paras- Place them behind green cover get vet to improve rec acc and watch them melt opposing infantry. Less micro then zooks or thompson which frees me up for tanks or flanks with Rifles.
2. Panzer Grenadier - I dont play Axis much but I love to rush these using an Ass build, they have a hard hitting grenade and most units cannot withstand the early power spike. Some commanders provide utility or change in weapons if that is what you want.
3. Airbourne Guards - I think this is where most will have an issue. I love that I can pop out of a building and surprise unsuspecting units. I like to go for SMG and hide to get cover/cloak bonus could be even better if it had a hold fire toggle so I could wait for MG to set up or unit to get close to drop as many models as possible. Vet 2 healing is unique compared to other guards which let it stay a nuisance.
Posts: 33
Also about Airborne Guards, I´m pretty sure they do actually have hold fire after the upgrade.
Posts: 956
Posts: 3423 | Subs: 1
Shocks because of their ability to survive certain engagements that no other squad can
With Pgrens I like their weapon profile/effective range. I also enjoy getting ambush camo on them. And I like their dialogue
"You do something long enough you get good at it"
Posts: 599
LMG Obers for all round killing and staying power. Come later than any other infantry but vetted up they’re nigh unstoppable by infantry without bleeding yourself whiter than snow. Allied inf models seem to drop at the mere sight of them sometimes. Excellent for standing up to LMG blobs with vet. Toxic smoke grenade for any brave gap closing squads and a free gift basket for everyone else. Only really matched by LMG Paras (and maybe exceeded) but Airborne is a weak late game doc. Vet IV suppressing fire and vet V sprints are the thick icing on the cake for me
I like them just feel they take to long to hit their stride. They are my number 5, Falls are 4. They are good just years of nerfs made them no longer batshit OP with snare and AI. Before the tech rework I used to got battle and mechanized and get a JP4 for antitank. It used to be so broken
Gonna check airborne later to see didn't see it in the normal spot.
Posts: 1890 | Subs: 1
Camo on Commandos make them ultra flexible and deadly with ambushes. Even more so when the map is nothing but moon craters. Additional goodies like access to elite Brens, smoke nades, and smoke on retreat just put them over the top.
Regular Guards are just great generalists. PTRS lets you have flexible AT against LVs and button can seal tank kills for you or ruin tank dives against you. Their combat power is also steady and they make good replacements for late game squad replacements.
Posts: 3114 | Subs: 2
I just love camo units and that quick close burst DPS if you manage to pull off the ambush. Great feeling, way better than any direct fire elite unit in the game.
Especially Stormtroopers with their tactical advance: High risk, high reward. Great units overall and well balanced too.
Posts: 956
I like them just feel they take to long to hit their stride.
You're not wrong, the vetting takes a little while and plenty of opportunity to be stopped. They're better than Falls overall except for close range fights and scale harder, giving that sweet rolling over enemy inf at vet II+. But that's a balanced unit for you.
Posts: 599
Old school Jesus Troops hands down. If you don´t charge them down the middle, but wait for the right moment and sneak into enemy lines, they are unstoppable. Conscripts do the dying, Jesus Troops do the killing.
Also about Airborne Guards, I´m pretty sure they do actually have hold fire after the upgrade.
Yep, just checked it in a close game. Shout out to Zedor, game went to single digits for both of us. I found my new favorite Soviet commander, PPSH Penal to throw people offer the games and transition the others to AT while Airbourne Guards all go PPSH. That hold fire came in clutch, the AT strafe is crazy good when you get one in from the rear.
Posts: 498
Commandos are a close second, throwing those cheeky grenades and setting up some nasty demo traps. Sometimes I put double piats on them and hunt some pwerfers and stukas or help finish off weakened tanks retreating from a fight.
Posts: 772
shocks are too micro intensive to my liking, but otherwise a good squad CQC.
rangers are weird. Can be very baller with excellent RA, but still pretty micro intensive. Could become a 5 men shrek squad. With new m1s are very potent at holding green cover. Still not sure if BARs is a good upgrade for them. Come in a bundle with a panther with AOE of a heavy tank lol.
Airborne are top tier. The best long range squad in terms of DPS, super versatile. Always forget to use abilities with tommygun upgrade
Stormtroopers are not my cup of tea.
Panzer grenadiers and obers are exellent. Falls are good, but imo not worth building over obers after t4 instalment.
Commandos are S tier infantry. Double Bren A-move all day everyday lmao. Cheekiest bois in COH2.
Haven't had a lot of experience with assguards though.
Posts: 1515
PGrens 2nd best also mainly because they are stock and are excellent to charge at the enemy position with a bundle.
Rangers are my favourite, followed by Guards.
Posts: 1044 | Subs: 1
2. Pre nerf USF double m1919 rifles. Obscenely broken, while technically not an "elite" infantry squad, they preformed better than most elite infantry at the time.
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