The Awesome Sniper Car
Posts: 30
-Conscript
-Engineer
-Rax (build with second engineer)
-Scout Car
-Flamer on Engineer 1 (when you have munis)
-Sniper
-Scout Car
-Sniper
-Infantry Company
-Guard Rifle
-T3 or T4 depending on taste and fuel
Basically you cap with your conscript + first engy whilst teching T1 with your second engy. Sometimes your flamer pops when the first scout car hits so you make a flamer car and try and roast some of his units (but be careful not to lose the car).
Once your sniper is built you ditch the engineer and pick up the first sniper and move the sniper car just behind your conscript/flamer blob and try and kill some stuff whilst stalling for the second sniper car. Once you have two you just kite around, de-crewing his mgs and mortars and killing as many infantry as you can. Remember to stay out of faust range (just reverse back when you see the faust animation). Try and keep your engys close so you can heal up any damage your sniper cars sustain.
You build a guard rifle next to give you some AT against his light vehicles and stall out till you can tech some tanks. If you've done well then often you've drained enough manpower that he won't be ready for your tanks when they hit.
The main trouble I've encountered is when they spams ACs but the sniper cars + blob are sometimes enough to fight them off.
If you lose a sniper car then just retreat the sniper and build her a new car.
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Disregarding this - this sounds like a too solid strat in the early-game.
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Not to mention the Combat Chinook...
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Sorry to go off topic.
I think they should further reduce the accuracy of infantry in M3s
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there is a modifier called Moving Accuracy
It is unclear though if it only works on burst weapons as it is listed in the same section as burst.
Is so this should be extended on all weapon modes reducing the hit chance by 50% for units firing out of moving scout cars.
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OK, that must be remove from CoH2 IMO
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Should be insanely low accuracy. I'd rather see them remove the ability to shoot out of any moving vehicle though.
Halftracks are fine, they come at a stage where you can counter them. Scout car + flamer was the first thing I abused though. It's a bit silly. Scoutcars should be stronger versions than the VCoh Jeep.
Troops should be unable to shoot out of them, or they should be able to get shot at.
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Not checked the Russian half-tracks yet.
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I think infantry in vehicles should take damage. As in; a vehicle takes 100% of the damage it normally takes, and when a infantry squad jumps into it, it still takes as much damage while the squad inside also takes some damage. That should be the con for putting infantry in a vehicle IMO.
I'm pretty sure it already works this way with small arms fire. It might be nice to see it happen with tank shells/explosives. I have however noticed when the thing blows up my troops are rarely severely injured.
The problem with roos was that the infantry accuracy would be counted as standing still if they were in a vehicle that was moving. I don't know if they've fixed that but I sure hope they do.
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Here are some of the basic facts:
-170 hp, although, I think that's been lowered and the stats on the new stat website do not reflect that change
-infantry inside do take damage and can quite effectively be burned out with flamethrowers
-the 20 fuel will entail that the Russian player will, for the time being, leave his conscripts weakened by forgoing updates for them or will slow down his technological advancement
-the scout car can easily be countered by an at mine, 2 panzerfausts, 1 panzerfaust to the rear and a bit of small arms or mg fire, 1 panzerfaust and a mortar barrage in the path of the now slowly (in most cases in reverse) retreating scout car, 2 mortar shells, 1 pack shot and a bit of small arms
-the scout car sniper combo is effective in some situations like the heavy tier1 strategy currently pioneered by Inverse since the manpower bleed can help to even out the odds. However taking into account that the heavy tier1 entails 3 Grenadiers on the field, the scout car is vulnerable to a well executed flank
-it is also important to keep in mind that putting a sniper in a scout car is a trade-off since you sacrifice the ability to target individual units for more mobility. If you choose to attack a specific unit the scout car will close the gap for it's own weapon to engage which is only slightly higher than the range of the panzerfaust. Disembarking the sniper team to get around this problem opens up a window of oportunity for the Germans to charge in, since both the sniper and the scout car will be stationary and not firing for a short moment. The same applies for boarding.
I've found and used plenty of counters to it, and there are undoubtedly more that I forgot to mention. Suffice to say that trying to get it from the front with one squad will not do it, you have to have a flank ready.
Drawing a parallel to the kangaroo is unwarranted since the kangaroos main problem was its high health and armor in the early stages, both of which were addressed in patches to the extend that the kangaroo went almost extinct .
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