SERIOUSLY ? AT SPAM INFANTERY COUNTER INF + tank + maybe PLANE TOO ?? What they are waiting for NERF THIS SHIT
It's counter INF and even a panzer 4 LOL
![:gimpy: :gimpy:](/images/Smileys/sSic_gimpy.gif)
![:gimpy: :gimpy:](/images/Smileys/sSic_gimpy.gif)
British = BLOB, spam, NOOB + planes noob
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As DAK, you are playing the COH2 OKW vs UKF experience and then some. So go play WM unless you're prepared to deal with the uphill struggle ahead of you.
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As soon as the Jager and shreck get nerfed
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As soon as the Jager and shreck get nerfed
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O, Gosh, it is so difficult to deal with them as allies...
Both factions completely lack units to deal with em, innit?
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What are you on about? With 210 armor Stug Ds, Propaganda arty (which you can't counter), combined arms counter blob and the stuka, DAK has one of the best if not the best tools in the whole game to counter the current "blob near a heal truck" meta
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StuG III Ds are abysmal vs anything better armored than a Stuart and AT guns pen that 210 with little difficulty. They have nice anti-inf cluster performance but let's not pretend it's a Tommy deleting machine. AT boy squads outrange it and 2 will beat it consistently. If one uses the StuG III D in places with lots of LoS blockers (to mitgate AT gun power) then it's asking to eat snares.
If you can make the Stuka work in the huge med tank spam meta, I salute you o7. Delaying your Pz III Ls that much is literally asking for you and your army to get rolled by Crusaders and 76mm Shermans. Unless you are already winning of course.
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StuG has a longrange smoke launcher vs AT guns after the upgrade, and on what planet do two AT rifle squads beat the StuG?? Go run some tests yourself. And at vet 1 you can easily shoot at them from far away, especially on a lane map
Delaying your p3 doesnt matter at all when you have 25 fuel tank destroyers that out-rotate shermans and crusaders trying to circle them from 3 meters away
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Jaegershreck blob is a great excuse to start rifleblobbing as USF.
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Ehh I've been expecting for weeks that they'll nerf the DAK Marder IIIs, IMHO ppl just haven't really noticed them due to the usual casemate aversion in players. That said, IS/AT boys literally hard counter Marder IIIs so not sure what your point is.
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Slightly off-topic but that's an interesting point about the Marder.
I still have no real idea what i'm doing in COH 3, so take this with a pinch of salt, but I find it quite tough to get the most out of them, they seem to be very clumsy and they barely have more range than regular armour. Obviously, it's a casemate so I know its not supposed to be very agile when it comes to moving and targetting, but unlike the previous game, its gun barrel can't 'move' at all so it relies completely on the whole vehicle rotating to find its target before it fires.
Anyone else noticed this? If its by design that's fair enough obviously. But they seem to have a noticbly harder time adjusting to close up, or moving targets compared to similar units in the previous game.
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Marder III is hard to use.
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Best bike in COH history but also countered by A-moving Britblob. I'm all for full combined arms, bike, 2 Pzgrens, MG34 + ISG etc. going as far as WWI tactics, but this isn't for most people lol. Also forget about MG ambushes, due to recon flares, unless they get really sloppy. Speaking of flares, they'll see your camped StuG III D as well.
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