The P2 has invisible mode, which dramatically increases its usability. If you get hit, quickly back up, toggle it and hide yourself. I had good success using it and keeping it alive in today's match. It's like the Ostwind lite.
Using a Panther + a P2 Luchs (similar to the old Ostwind + Panzer combo) in late game is entirely doable.
This is a good demonstration of Scavenger being used quite well:
https://www.youtube.com/watch?v=4N17oclLXJc
The problems with OKW.
5 Jul 2014, 04:56 AM
#61
Posts: 1571
5 Jul 2014, 10:20 AM
#62
Posts: 332
Thanks for the info and feedback guys Nice to see some people staying objective about the thread, and some trying to turn it in to a pissing match, please try to stay on topic.
Had some new thoughts about Volks, use 2 together, first one in LoS/Fire range takes the flank while the 2nd charges for a grenade and tries to vet up fast, as unless you land those money grenades, volks will not Vet fast enough. - Possible needs a buff to Vet faster?
Had some new thoughts about Volks, use 2 together, first one in LoS/Fire range takes the flank while the 2nd charges for a grenade and tries to vet up fast, as unless you land those money grenades, volks will not Vet fast enough. - Possible needs a buff to Vet faster?
5 Jul 2014, 11:51 AM
#63
Posts: 2693 | Subs: 1
The fastest way to vet volks is hitting vehicles with panzerschreks. Other than that they are a bit underwhelming. Especially so vs US riflemen.
Charging in with volks to throw a nade is also risky, as the lose to riflemen/volks in close range. Ideally you will want to let them come to you, and then nade them once they get close.
Charging in with volks to throw a nade is also risky, as the lose to riflemen/volks in close range. Ideally you will want to let them come to you, and then nade them once they get close.
5 Jul 2014, 12:17 PM
#64
Posts: 183
OKW is very strong
5 Jul 2014, 13:16 PM
#65
Posts: 332
The fastest way to vet volks is hitting vehicles with panzerschreks. Other than that they are a bit underwhelming. Especially so vs US riflemen.
Charging in with volks to throw a nade is also risky, as the lose to riflemen/volks in close range. Ideally you will want to let them come to you, and then nade them once they get close.
Problem is rifles can sit at mid-long range just outside of grenade range and win easily, and then when they see you move to nade they just pull back slightly.
5 Jul 2014, 19:58 PM
#66
Posts: 20
Do you know the Puma has a 45 muni Vet One ability that clears garrisons in one shot. You really need to plant mines and get a versatile fight force.
1 x SPio
1 x Schwimm
2 x Volk
1 x Puma
2 x Raken AT Gun
1 x MG34
1 x Obersoldaten
2 x Falls
Then tech to a Panther. Use the Puma Vet 1 ability to kill garrisons. Use mines to slow blobs of rifles and injure halftracks and tanks.
I find it silly that one must be forced to a build order, or at least something very similar to it. The game should be designed so that you may mix up your build combinations and do things very differently - not rely on one optimal army selection.
5 Jul 2014, 20:05 PM
#67
Posts: 17914 | Subs: 8
I find it silly that one must be forced to a build order, or at least something very similar to it. The game should be designed so that you may mix up your build combinations and do things very differently - not rely on one optimal army selection.
Actually, it is exactly people rely on that one "alpha" build and never even try to adapt is why we have so many balance thread.
People for some unknown reason expect one single BO to work every time, against all armies, against all their different BOs and if it doesn't, its obviously a balance issue of other side being OP, not their denial to adapt to opponent.
5 Jul 2014, 23:25 PM
#68
Posts: 4928
It was like that in vCoH and it's like that now. Actually I think it was even more emphasis in vCoH than anywhere else in the series.
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