Soviet AT help needed
Posts: 391
Thinking a bit harder about it, I've started building the infantry building for Guards (for light vehicle offence), and rushing to get at least 1 AT gun out which I sit near my HQ so that it can be protected (or reinforced easily), then push it out slowly as I build the AT protection up. Just finished an AI match where I tried this out, and it seemed to work pretty well, almost a relaxed victory. Still only against Standard AI though.
So - is this the right way to do things? If so, it kind of limits your commander choice initially, as 2 out of the 3 have guards.
I'm guessing what I've posted above is a T1-T2 strat, with a final move to T3 to get out the SU-76 to help my (now 2) AT guns.
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On another note: Company of Heroes is a game where it really pays off to know a bit about every team - not just the one you like to play.
When you know how to play another team, you will not only (obviously) perform better when playing as them, but also against them. You will know what to expect, you will know what kind of build orders are available and if you are surprised by some kind of strategy, then you can easily figure out how to counter it and also execute it.
Not to mention that it gives a wider perspective on balance and the meta-game.
Posts: 391
Any road, have played a few games as Ostheer against teh AI, and it's immediately more familiar to me (fave faction was Germans in vCoH). Completely rinsed the AI, a few times. It just seemed...easier.
Was focussing on Soviets because it was a 'new' faction.
I guess I just need to get out there and play 1v1s and stop wussing about
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After that it's Guards.
Next up is the ZiS-3 AT gun, followed by the light tank and SU-76 (requires identical amounts of fuel to reach).
One key to strong play is understanding that you can't always have a hard counter for your opponent's units immediately available. For example, if he built a couple of scout cars early to harass you with, you don't have a reliable AT option until Guards (and that's only if you selected the doctrine). or AT guns (which are fairly immobile) Even so, it's actually not a big deal to let them just shoot at you and lose some men. Stick them in cover or in a building and wait till you have something that'll wipe the cars out easily, like a T-70.
There's a full list of AT weapons separated by phases here.
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Is go 4 cons -> T2 -> ZIS-3 generally.
And depending on my opponent's fuel situation in the game, I either go T-34 or SU-85 for AT.
I never realised how potent the SU-85 was till it was used against my P4s. They are very good.
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At this point in the game (3-5 minutes) you should be able to have some good map control and bait out the Ostheer player's tier one units by pushing into their territory a bit and forcing their hand. Don't worry, you can just retreat if you have to and you can spend your munitions on AT mines along your retreat path.
They have an Mg42? Make a Maxim. they can fire even when pinned.
They have a mortar? Maxim. You can just run at the mortar.
They have a sniper? Maxim.
OK, you could make a mortar first against a sniper but happy aiming I'd rather make a Maxim or even a Conscript to just exert more map control and avoid the sniper. He will die as soon as you have a T70 or Su-76 out anyway.
Replay for an example of reactive play: http://www.coh2.org/replays/4607/soviet-build-analysis-over-in-less-than-700
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