Hmmm 2 v 2 issue: Guards and Shocks
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I played a 2 v 2 yesterday versus two Soviets. They both went with doctrines that gave them specialist infantry (Shocks / Guards) and 120mm mortars. This allowed them to go T2 support weapon spam, lots of MGs and 3 x ZiS on the field.
We were playing Rails and Metal. When I saw shocks I decided to go for a flame halfie, which was promptly brewed up by lurking guards with AT rifles, and of course the homing AT nades of the 'scripts.
The synergy of doctrines in 2 v 2 seems very powerful, especially the specialist infantry options that allow support unit spam (srsly, the amount of mortar fire raining down was incredible). I chose assgrens to try and counter shocks and got my ass handed to me.
Any ideas as how to manage this problem?
In the spirit of this forum assume I've L2P etc.
Posts: 928
Jokes aside, it seems a really strong combo, esp on a map like R&M (Never played it on COH2 but played the VCOH one quite a bit).
It's kinda sad that the only crowd control unit in the Ostheer side is the MG42, which was probably best during the beta days without the silly bulletin. Other than that, they don't have any form of crowd control/arty till T4 which by then, the game is lost.
I never completely understood the move of the Panzerwerfer to T4, maybe just to fill it to make the elefant doctrinal? But I would have rather saw the P4 in T4 with a stronger Stug than this...
Or maybe even Stukas on the HT to soften up infantry would have been nice.
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1 CP Shock can head on run into MG42 and throw a nade is bullshit.
Why don't Relic make them super weak to fire like Elite armor in COH1? At least Ostheer can resist those crap by flamers
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Post replay. If you build 440 MP shocks and 400 MP mortar, you cannot spam support weapon.
So presumably I'm making this story up because I have nothing better to do?
Sheesh.
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Consider getting a mortar HT next time while constantly falling back with inf. Moving your units back every time they fire will cause him to move forward to reengage hopefully under a falling 120 shell.
Flame HT are a defensive unit now that they have heavily nerfed.
I would also consider getting a sniper very early in this patch so you can start to drop high value infantry units quickly and bleed his mp. You cannot stop the deploying of 120's but you can slow it down, and give you more time to build up enough forces to break through to it and kill the crew. Always, destroy or take the 120 mortar. If I still could make mines as German I would mine them with cheap mines as I used to do to decrewed 57's in vCOH.
This strategy is very common in 2v2, and very tiresome. The 120 spam with elite troops is really annoying. I think the movement of elite troops, and both mortar units (ost and soviet) to 2 cp's again is important. They outshine the T1 units and allowing them so early makes for, no surprise, off map call in spam.
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Post replay. If you build 440 MP shocks and 400 MP mortar, you cannot spam support weapon.
Oh noes, how could my beloved Soviet faction be possibly OP? It can't be possible.
Thank god I never played 2v2 for ages though. That combo sounds terrible.
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Oh noes, how could my beloved Soviet faction be possibly OP? It can't be possible.
Thank god I never played 2v2 for ages though. That combo sounds terrible.
Stop trolling
Here is replay. link One of the best players use shock + guards and lose.
Posts: 166
Permanently Banned
Stop trolling
Here is replay. link One of the best players use shock + guards and lose.
That's not a really an example of how to counter shocks + guards. Its more of an example of how to 2v1 VonIvan while Dragonite feeds vet to the enemy.
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That's not a really an example of how to counter shocks + guards. Its more of an example of how to 2v1 VonIvan while Dragonite feeds vet to the enemy.
hmm, SoE play very well in my opinion
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Aradan every thread you pop up in goes to shit. Why? You figure it out.
You want advice. I link you very good replay expert players. What can i make more?
Posts: 145
You want advice. I link you very good replay expert players. What can i make more?
Because that replay is a bad example It's more like double 1v1s instead of combine arms between two players, covering each other weakness (shocks counter infantry, fht counter shocks, guards counter fht).
I would like to see a good game against guards/shocks on narrow map like "Rails and Metal" where soviets tend to blob up on one side, push out ost and camp for whole game with Su85s and Katyushas.
p.s. Just only in this patch to that combo i dropped from 400ish to 3000... while with soviets well lets call it less depressing
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Because that replay is a bad example It's more like double 1v1s instead of combine arms between two players, covering each other weakness (shocks counter infantry, fht counter shocks, guards counter fht).
I would like to see a good game against guards/shocks on narrow map like "Rails and Metal" where soviets tend to blob up on one side, push out ost and camp for whole game with Su85s and Katyushas.
p.s. Just only in this patch to that combo i dropped from 400ish to 3000... while with soviets well lets call it less depressing
It is true. Ivan fight on side and his mate on middle. Germas play both on middle and help together.
On Soviet ladders is it easy. To few players play Soviets and noob as I, step high.
Posts: 951
I play Soviets too. I *like* playing Soviets. I frequently roller-coaster over German teams in 3 v 3 and 4 v 4 matches and worry about how easy it is.
I simply want both factions to be supercool.
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