Need help: Soviet start up builds
Posts: 107
Sniper+guard: How many cons do you recruit before you go sniper guards and how soon do you get snipers?
Maxim support: build T2 right of the bat to get that maxim or should I go 2con-T2-maxim or should it be T2+con-con?
Shock charge: Is it better to just go with 3 cons before a shock squad or is it better to go 4 then shocks?
I've recently taken interest on the soviets and I'm want to mix things up.
I'd also appreciate some commander recommendations for the above mentioned start up. ALso, if you could provide a start-up not listed above, that would be really swell. Thanks in advance! This is for 1v1 btw.
Posts: 231
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Who need shocks now, cons with 3 PPSH can even roflroll over PG
You should copy-paste this in all treads in case someone has missed it.
Posts: 505
You should copy-paste this in all treads in case someone has missed it.
ZING!
Posts: 258
Posts: 307
After I have both clown cars ready I retreat my bleeding cons to base for heal up and roll both m3 at same time.
Usually any weapon team dies even before the player hits retreat button.
I use this tactics just to troll Germans so I can read their rage posts in chat and laugh. When I play seriously I open in classic way - cons cons molotovs cons cons medics mortar or ZiS-3 double SU76
Posts: 2838 | Subs: 3
I'm of the opinion that conscripts without PPShs suck for anything other than capping, recrewing team weapons, and throwing AT grenades.
Haven't played a lot of Soviet 1v1 recently, so your mileage may vary.
Posts: 177
Who need shocks now, cons with 3 PPSH can even roflroll over PG
Why not both? ^^
Posts: 138
Cons, Cons, T1, Sniper, M3, tech
Cons, Cons, Molotov, Cons, Cons, Medics, Cons, Cons, Cons, tech/use call ins.
Cons, T2, Cons, MG, Cons, MG, tech
Or some minor variation of this? I've only just come back to CoH and I'm trying to wrap my head around the starting builds at the moment. The only thing I'm having major issues with is the German weapon team combo's, 2 MG's, mortar/sniper + gren/CE, into a fast half track. I find it hard to dislodge him off cutoffs before I (typically) get a 120mm mortar out.
Any tips?
Posts: 2115 | Subs: 1
Con, Insta T1, Sniper, Con, Con, Molotovs or AT Nades (depends if you had the fuel advantage or not. However, AT Nades is the safe tech if youre unsure).
After 3 Cons, 1 Sniper, Molos and AT Nades i usually get 1 Guard and equip the Cons with PPSH. You can tech then and build a second sniper. While 1 Sniper already is very powerful, the double Sniper Strat can break the neck of the german infantry.
Its a very very powerful build but also a risky one. You need to play consistently well to get the SU85 fast enough. Youre otherwise fked. If you see your opponent going for a super fast Ostwind, get a second Guard and try to lure the Ostwind deep into your territory. AT Nade it and finish it with 2 Guards.
This is aimed towards advanced players. You should try to go for a 4 Con build or for Insta T2 (for a fast maxim) otherwise.
I love this build because it basically negates the german sniper, it bleeds the manpower really really hard and youre on the safe side in case a FHT suprises you.
Posts: 4630 | Subs: 2
T2+Cons. Then 2x MG and depends on situation third MG/Mortar (if there are buildings around)/ZiS + thrid MG if I built Mortar/ZiS. At this time I should be able to call 2x Shocks. Meanwhile T3 is ready and Im waiting for T34/76. Usually I biuld 2-3x of them, wait until I reach 10 CP and call IS 2.
For 250h I used to play as germans so Im newbie as soviets and for some of you this tac may sounds funny but I really like it and it gives me advantage if MGs are properly placed.
Posts: 138
No matter what opening i always get 3 conscripts for capping power otherwise
you may get base pinned
After 3 cons I get molotv, tier 1, scout car, at nade when possible, penal battalion,
sniper, then 2 guards if using a guards commander and the 120mm mortar if using that commander or more conscripts for ppsh.
Later tier 4 either SU-76 or SU-85 depending on what you need.
The sniper comes as a counter to pgrens or even assault grens or simply bleeds
manpower.
Minesweeper on engineer and penal with flamer on scout car since german mine
play is now more viable, unless you prefer to get a second engineer with
minesweeper.Play around with the order of units see what works best for you
Commanders (names may not be accurate) for Tier 1:
Guards motor coordenation: guards, 120mm mortar, 2 t34\85 call in etc
Guards combined arms: Guards, ppsh, Hit the dirt, Howitzer etc
New Commander, Advanced Warfare: radio intercept, ppsh, sinlge T34\85 call in
and single air strafe
Posts: 138
3 cons, molotv, tier 2, at nade when possible, maxim, AT gun, mortar, tier 3, t-34\76, half-track.
Another opening, different order of units but with the t-70 potential if you rush tier 3.
3 cons, tier 2, AT gun use barrage to decrew\force retreat mg42, get maxim, mortar, moltv and at nade upgrade or just rush for tier 3, t-34\76 or t-70 if you did rush tier3, half-track.
No matter what opening, if I see a lot of infantry spam i will consider adding more maxims, if i see lots of armor add more AT-guns
Commanders (names may not be accurate) for Tier 2
Front-line Shock - shock troops, kv-8, IS-2, off-map fire artillery etc
New commander Advanced warfare- ppsh, Single T34\85, Single air strafe etc
The ISU-152 commander I only use for team games thinking of changing it for guards combined arms
The openings will suffer changes depending on what commander Im using, for front-line get 1 or 2 shock troops, after tier 3 go for IS-2 or Kv-8.
for advanced warfare get 1 or 2 more cons and upgrade all cons with ppsh and call in t-34\85 when possible and use the air strafe wisely.
If i do change for guards combined i will get 1 or 2 guards and get ppsh on cons
Be versatile use a strategie that can answer any threat, the units i put are what i believe to be the core of a tier 2 opening, at least 1 of each mortar, maxim, AT-gun (When I say AT-gun i mean the Zis or whatever its called)
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