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russian armor

Strategy as allies

9 Mar 2015, 22:21 PM
#41
avatar of WingZero

Posts: 1484



No,

Snipers with cons screening is ur best hope against OKw in 2's

t2 is also needed for AT guns

T2 maxim,con, and ATG spam can work.

combined with shock spam

But ONLY if u kill the stuka FAST

Id say going anything but snipers against OKW is more risky for the following reasons

1. you will bleed more ( so u cant spam muni and fuel caches for late game)

2. You infantry and weapon crews will become obsolete once obers hit

3. if OSt is included (in a 2v2) rifle nades will force constant retreats.

Its best to bleed them. Force an early luchs, bait it, kill it.

Delays panther even more. Keep bleeding the OKW player, with snipers, mines and demos

wait for is2 spam.

In a double sov 2v2. me and my partners manage to get 4 Is2's out by the 38 min mark

If they go med bunker, katy will hurt them bad. (bare in mind, teching will mean one less is2. or a later fourth one) Dont even get me started on the flame barrage, soo deadly. a well micro-ed Kv-8 can hurt as well.



I have only seen Barton pull this off against an equally skilled player (it was not easy either). I just think the whole strategy is risky because OKW is supplemented with JLI and Falls as well. Luchs can be hell if microed well with mine sweepers.
9 Mar 2015, 22:28 PM
#42
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned


I have only seen Barton pull this off against an equally skilled player (it was not easy either). I just think the whole strategy is risky because OKW is supplemented with JLI and Falls as well. Luchs can be hell if microed well with mine sweepers.


snipers have sprint. be very aware of spawn positions.

OR

use flame engees to destroy all spawn locations.

as or the luchs, u want to force them to get it. It delays panther and can be killed easliy with screeaning cons, mines, and AT guns.

mines spam is KEY It forced the okw player to be more cautious, this will lead to him making much more mistakes. eventually they will rush the luchs to kill snipers once they realized the bleed is too much. (in my experience, even top OKW players eventually do this)

1. Kill luchs

2. spam caches fuel and muni

3. get kv-8 (optional)

4. use katy to hit med truck, in unison with flame barrage (also optional, but can work)

5. spam Is2's

6. sit back and watch as the OKW fanboys rages at you in german :snfBarton:

I know this works cus ive used it plenty against good OKw players. It has aslo been used against me while playing OKW. I have no idea how to counter this strat as OKW. So it works
9 Mar 2015, 22:44 PM
#43
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Well, this thread has no USF strats yet, so i'll toss in one I have been messing with a lot recently.

This is a mechanized company build that has worked very well in 2vs2.

Last Edited 3/09/2015 @ 4:41 PM PST

The idea of this build is to take advantage of the refit option in mechanized, and use it to keep constant pressure on your enemies. This build is most effective against double OKW, but has merits vs. mixed ostheer and double ostheer.

Early Game:
Rifle
Rifle
WC-51
Rifle

The idea of the early game start is to take advantage of your mobility to overwhelm your enemy, and use the WC-51's mobility on large maps to flank and cut off the enemy. If you see volks in green cover, use 2 rifles to engage from range, while your WC51 flanks to the side and drops off your third squad to deal heavy damage to the flanked position. The WC51 hardcounters the kubelwagon and gives very good supplemental damage vs. sturmpioneers. Remember that it doesn't have very good armor or HP, so you must always be paying attention to it.

If you find a lul in the action, take your WC-51 deep and try to find your opponents truck building. If you destroy it, you will have more or less won the game.

Mid game:
LT
M20 (if large map)
AA HT
BARS
Major

Next, you must take advantage of your early game fuel presence to push even deeper into enemy territory and secure your rear. Refit your Jeep as soon as you either see a raketen or as soon as your LT comes out.

On maps such as Vaux Farmland and Minsk Pocket, build and use an M20 (without skirts, they will be a waste of money) to lay 1-2 AT mines on roads and flanking positions. As soon as you are done with the mines, replace the M20 crew with your RE squad, and refit the M20 to return your MP and fuel.

Rush out the AA HT, and use it to supplement your riflemen as an effective field force. Move your riflemen out in front of your AA HT and push back the enemy with the combination of suppression from the HT and CQC damage from your rifle squads. Upgrade bars after your AA HT, and equip your rifle squads with one each, then 2 each (don't forget your LT). Build a Major.

Build Fuel caches as soon as you start floating MP from taking reduced losses.

Late Game:
Sherman
Sherman
Jackson
Sherman
Sherman
...

Typically, your late game will depend on what you prefer as your USF lategame armor composition. I prefer a sherman-heavy build with 1 jackson as support. Use the AA HT until you are about 40 fuel away from a sherman. Replace the crew inside with an RE squad, and refit it. As soon as the sherman enters the battlefield, replace the sherman crew with your AA HT crew.

Use the HE rounds on the sherman to support your infantry as they push into enemy territory. Late game should rely on your armor to win battles and wipe as many squads as possible while your Jackson punishes the tiger that will come out at 11CP.

You should have at least 1 sherman + 1 Jackson by the time the Tiger arrives. Use AP round shermans and flank the tiger if he overextends. Try baiting him over your defensive mines if you have any.

Remember, if you lose your jackson when you don't have enough fuel for another, use withdraw and refit on your most damaged sherman (with your worst crew) to quickly fund the production of another jackson. Crew the new jackson with you best sherman crew so that you have access to AP rounds.

Crews are important, if you have a highly vetted sherman crippled during an assault, get the crew out and get them away from the frontlines so that they can boost the vet of one of your other vehicles. Finish the crippled vehicle with your jackson, or just secure it and bring the crew back up after winning the battle.

One last tip, if you find yourself floating fuel late game, consider teching to a captain to use the supervise function in order to pump out as many tanks as you can. You may find it useful to take him into combat and get him to lose most of his models so that he doesnt become a drain on your popcap.

Doctrine:
The strategy I have outlined makes use of the first two abilities, and has the other 3 as supplemental options.

Use the recon overflight to sscout out enemy positions prior to your main push.

Use the mechanized arty + 2-3 rounds from a sherman to destroy the OKW base buildings.

The M3 halftrack can be useful for the ass-engie mines and demos. Remember that getting the M3 is going to slow down your teching and your building of fuel caches. If you decide to get one, you may want to refit it quickly after 1-2 pushs with it as a soft retreat point. I would recommend getting it late game, disembarking the ass engies, and refitting it immediatly. It won't be efficient, but it may be life saving.

Support

The best support for this doctrine would be a soviet player who goes for a con heavy start into t2+t3 and a t34 into callins. The T34 will be useful in supplementing your own armor (and ram will punish any overextended panthers/tigers), as well as keeping the pressure on the enemy.
9 Mar 2015, 23:01 PM
#44
avatar of Alexzandvar

Posts: 4951 | Subs: 1



You know what doesn't fire rockets, cost more, comes later, and has less hp is?

lemme answer for you, The priest, Complete shit when compared to the stuka


It's fairly good at it's job, unless you keep it in your base sector like an idiot.

Good scatter, mobile, doesn't mess with teching. The Stuka and priest really are not all that comparable, ones a rocket artillery HT, the other is just a mobile howitzer.
9 Mar 2015, 23:03 PM
#45
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Guys, can we please keep this thread as a thread about strategy for allied players. Take the balance discussions to the balance forum please. (This is the gameplay forum)

Lets keep the ball rolling guys! What are your strategies for allies in COH2?
9 Mar 2015, 23:13 PM
#46
avatar of sneakking

Posts: 655

Permanently Banned
Agreed, Comm_ash.

It's funny how I see the same types of posts from the same types of people all the time.

I just wanted to say to OP that I would listen to both comm_ash and Queenratchet in this situation, I can safely say that they both know what they're talking about and contributed to the thread healthily.
9 Mar 2015, 23:23 PM
#47
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Guys, can we please keep this thread as a thread about strategy for allied players. Take the balance discussions to the balance forum please. (This is the gameplay forum)

Lets keep the ball rolling guys! What are your strategies for allies in COH2?


Why didn't you suggest building a Scott? Scott's with Jackson's are far more potent than Shermans.
9 Mar 2015, 23:27 PM
#48
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1



Why didn't you suggest building a Scott? Scott's with Jackson's are far more potent than Shermans.


I didn't suggest a scott because I prefer to have a more versatile composition than sole AI or sole AT vehicles. I did say that your lategame composition depended on your preferred composition. The biggest problem I have with scotts is that they are oneshotted by heavy AT, but to each their own.
9 Mar 2015, 23:28 PM
#49
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Shermans are extremely lack luster late game, Scotts will reliably 1 shot squads like Obers and 2 well microed Jacksons can really put out a lot of damage.

Mass sherman's is easier, for sure, but if you have good micro Scotts + Jacksons is way better.
9 Mar 2015, 23:45 PM
#50
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

Shermans are extremely lack luster late game, Scotts will reliably 1 shot squads like Obers and 2 well microed Jacksons can really put out a lot of damage.

Mass sherman's is easier, for sure, but if you have good micro Scotts + Jacksons is way better.


If you prefer 2 Jacksons and 3 scotts, that's great. I just find that 1 Jackson + 4 Sherman will help a lot more due to a higher dps vs. Vehicles and a greater wiping potential vs. Infantry. They are also more mobile and can cover more of the map.
9 Mar 2015, 23:59 PM
#51
avatar of braciszek

Posts: 2053

I dunno, shermans deal with infantry much better than scotts imo. Scotts have to be in the back, and you can only hide away for so long until something pops up and takes them out. Shermans can take the shots and have 3 mg's, representing the most flexible tank. It does everything and with the duck tape of USF crews, it is one tough cookie to snap.

Im not a big fan of RNG units...
10 Mar 2015, 00:15 AM
#52
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

The duct tape is even better when you have an ass engie squad or an orphaned crew running around so you don't even need to get out of the tank to apply it.
10 Mar 2015, 01:11 AM
#53
avatar of WingZero

Posts: 1484

The problem with Scot is that it is purely an RNG unit, 1/4 shots will wipe and that is about it.
10 Mar 2015, 01:31 AM
#54
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

The problem with Scot is that it is purely an RNG unit, 1/4 shots will wipe and that is about it.

I still like it over HE Shermans because one of them is much easier to micro than reversing Shermans and having them still fire. Scotts can just go "REVERSEREVERSEREVERSEREVERSEREVERSE" at the first sign of trouble and remain usable.
10 Mar 2015, 01:54 AM
#55
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2



Sorry to tell you but good players will fire it in the retreating path not directly at the units if the enemy they are facing is good enough to move in time




A lot of players will retreat when they hear it firing

Because a lot of players will retreat, players aim to hit the retreat

Therefore if you are advancing and you hear firing you should keep moving forward.
10 Mar 2015, 01:57 AM
#56
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

firing the stuka at normal infantry is a waste except on shitty maps like ettelbruck and troi point.
Youre better of firing at the support weapons
10 Mar 2015, 02:51 AM
#57
avatar of Alexzandvar

Posts: 4951 | Subs: 1





A lot of players will retreat when they hear it firing

Because a lot of players will retreat, players aim to hit the retreat

Therefore if you are advancing and you hear firing you should keep moving forward.


This what you should do when facing Katyusha's as well, retreating will normally just run you right into a rocket and die, always sprint forward unless it means sprinting into an enemy concentration.
10 Mar 2015, 09:49 AM
#58
avatar of dasheepeh

Posts: 2115 | Subs: 1

I also prefer Shermans over Scotts when raw AI power is needed.
10 Mar 2015, 10:53 AM
#59
avatar of turbotortoise

Posts: 1283 | Subs: 4

count me into the sherman fan club simply for infantry crush. i've had many hero sherman's win me games under their treads, it's cathartic, getting 14+ kills in one go when blobs roll up. too often do i see teammates get frustrated by the ai power of shermans or t34's, hoping for a lucky HE shell to maybe hit and then reversing away from 17 missiles.
10 Mar 2015, 11:23 AM
#60
avatar of Puppetmaster
Patrion 310

Posts: 871





A lot of players will retreat when they hear it firing

Because a lot of players will retreat, players aim to hit the retreat

Therefore if you are advancing and you hear firing you should keep moving forward.


That is true but it can vary a lot depending on the player. Sometimes it's all about mind games with the stuka. Since the thread was about 120mm's you will generally be firing at mortars which are setup
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