KV-1 -- worth it?
Posts: 344
Is it worth it? It works fairly well against the AI but most of the time I'm asked to go with the Mechanized Support commander (Guards, crappy ATG camo, and ISU-152) I use on my pub match Soviets.
Posts: 574
KV-1s are good meat shields, though they could do with an armour boost at vet 2 rather than a speed boost, IMO.
Nice alternatives to T-34s, though. Definitely worth using.
Posts: 604
Also remember that the KV1's armor is very strong and it has a lot of HP.
I really don't think it is too weak and I like playing the commander for either
no tech, shocks -> KV1s (risky); or T2+shocks -> KV1s.
By the time you can call them in you have enough fuel to get 2 of them (if you have enough manpower) and your enemy can't kill it with Panzer 4s, so he either needs a Panzer 4 + Stug (in which case you already have 2 or 3 of them) or he needs a Tiger.
However, this is for 1v1. From what you are writing I gather you mean team games. I don't know about its performance in team games but buffing it on that basis alone might make it too powerful in 1v1 (or too expensive if it also got a fuel cost increase to go with that) so I think changing it could break too much for too little gain.
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Posts: 2561
Posts: 299
The key thing is to pair the kv-1 with other forms of at as it's gun is eh, but is really good at soaking up damage. The kv-1 also has a habit of killing at guns, instead of decrewing them, if you end up in a fight with one.
Posts: 2807 | Subs: 6
IMO, their cost is fairly adjusted to their fighting abilities
Posts: 337
Posts: 379
Posts: 344
Boy I wish we could create our own docs...
FHQ
Guards
Recon Overflight
KV-1s
ML-20 Howitzers
GG
EDIT: What build order would you guys recommend if using the KV-1 as a 'centerpiece' of your strategy?
I Usually go Con/Con/Con/Molotovs/'Healing Ladies'/Sppt. Weapon Kampaneya/ZiS-3/82mm Mortar/Engie/whatever else I need from there on, with a Shock Troop thrown in at some point. I find Shocks to be of questionable value once tanks start hitting the field, as massed Cons can get the job done when focus firing, and can also AT nade tanks, build sandbags, and recrew/merge with support weapons.
Posts: 2693 | Subs: 1
2x conscripts
T2
maxim
Mortar
Medics
Shock troopers
AT nades
AT gun
2x KV1
203mm Howitzer
I don't get molotovs as I use the mortar to clear buildings and support weapons. It's a bit of a 'campy' build because you only have 3 infantry squads and a high amount of defensive support units. The build is very light on munitions so you have plenty of ammo to spam mines on your flanks.
Replay:
http://www.coh2.org/replays/12414/soviet-counter-attack-doctrine.
Posts: 1617
Posts: 1637
I find it very usefull with Su-85s, it can absorb the damage while the Su-85s kill their tanks.
This works. Also dont forget for mother russia. So you can bait armor to your zis guns with the kv1 then use fmr which is like having mark target on everything and it stacks with oorah making scripts run like a blitzing panther lol.
Posts: 2561
This works. Also dont forget for mother russia. So you can bait armor to your zis guns with the kv1 then use fmr which is like having mark target on everything and it stacks with oorah making scripts run like a blitzing panther lol.
Also if you use oorah during the debuff after for mother russia the conscripts will move at normal speed and will still fire on the move.
Posts: 1637
Posts: 2561
Yikes thats an exploit. That should be fixed...
No it's just the way they programmed infantry speeds. All the other debuffs still apply and it only lasts for the normal oorah duration. Oorah essentially give +1 speed stance buff and the debuff gives -1. So using oorah just puts the squad back at 0 for a while. Units at +1 speed don't fire which is why the units under for mother russia also don't fire on the move.
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