Whats wrong with coh 2
Posts: 1276
You cant counter all of this. We killed countless squads, had bars, had scotts, had shermans, and a priest. they built a jagpanzr and this.
Ill attach the replay if you want but this is...this is broke and needs to be discouraged
*edit here are more pictures after I went back to watch the replay
This shouldnt be a fix to the game
Here is the replay
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Posts: 1970 | Subs: 5
Posts: 935
For USF usually 5 squads of infantry in absolutly standard including leitenant. So THIS is a poor disign.
Noramally Wherm builds 4 gren
Posts: 680
blobbing thread literally every other day.
People like the game and dont want it RIP.
Posts: 36
Posts: 2807 | Subs: 6
You cant counter all of this. We killed countless squads, had bars, had scotts, had shermans, and a priest. they built a jagpanzr and this.
Ill attach the replay if you want but this is...this is broke and needs to be discouraged
problem are volks - they are the best versatile inf unit in this game, they have 5 men, can have 1 shreck for AT and still they remain good AI stuff, while units like Grens are 100% AI, faust is good when enemy fails to micro, PG's are AI or AT, Rifles with proper upgrades are best but most of players now goes max 3 rifles into some shit M20 or flak HT and they start crying about enemy inf blob
Posts: 41
my main gripe is this : The panzershreck wielding volksgrenadier it can reliably counter it's counter. A tank. At max range, meaning unless you are actively microing a tank (easy enough to do, but requires your full attention) you will not be able to use it effectively.
2 shreks in that entire blob at almost 20 minutes into the game. A sherman with HE (heck you could probably have 2 or so by that time) would absolutely wreck that. If that's not enough you could also go the m8 howie route, which does extremely well versus clumped troops. With the threat of insta-gibbing you can apply some nice pressure.
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Posts: 1970 | Subs: 5
what are your unit timings? also from the screenshots it looks like your riflemen preservation was bad.
His preservation was probably alright since I think he spent 600 manpower on fuel caches.
Posts: 1144 | Subs: 7
win the first engagement, use 50cals, HE shermans and Scotts to really push back enemy infantry blobs. shermans have longer max range than shreks, so get a shot off here and there to bleed the enemy. youll want to get your sherman around the 11-12 minute mark.
people complain that the 50cal is squishy, but keep it behind green cover and use riflemen to screen for it. it has a fast tear down and setup time so it can keep up with mobile rifles.
scotts generally do really well against blobs and as they vet up they get really scary. dont forget you can switch out crews.
Posts: 1276
unless you have the okw player pigeon holed at their medic truck its not the best idea to use indirect fire.
win the first engagement, use 50cals, HE shermans and Scotts to really push back enemy infantry blobs. shermans have longer max range than shreks, so get a shot off here and there to bleed the enemy. youll want to get your sherman around the 11-12 minute mark.
people complain that the 50cal is squishy, but keep it behind green cover and use riflemen to screen for it. it has a fast tear down and setup time so it can keep up with mobile rifles.
scotts generally do really well against blobs and as they vet up they get really scary. dont forget you can switch out crews.
I used the sherman but it got countered by the range jagpanzer and the puma. You cant kill the jag because its frontal armor blocks almost all AT options as usf including the AT gun.
Posts: 1144 | Subs: 7
and as i mentioned before veto that map because its basically 3 corridors so youre going to face hordes of infantry.
Posts: 374
not only that it seemed his ally didn't really fire his priest.
why were there no demo charges.
so many ways he could have engaged blob differently by it seemed like he went blob vs blob in my opinion
Posts: 1970 | Subs: 5
Posts: 1144 | Subs: 7
bar'd rifles are kinda cool because they can take on most infantry that the enemy sends your way to take back the strategic point. volks and sturms will have a really tough time 1v1 bar'd rifles, so the enemy will have to send atleast 2 squads or an ober to deal with it.
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