1v1 Strats
Posts: 440
T1 opening is the most useless/risky thing ever now, T-70 is more important than ever and late game still sucks...
Here is my current loadout for 1v1:
-Advanced Warfare Tactics
-Anti-Infantry Tactics
-Shock Rifle Frontline Tactics
Bulletins:
Veteran Training: Infantry x2 (Cons get 2% faster cooldown and reload 2% faster)
Infantry
Recruit Training: Infantry x1 (Con have 3% more accuracy)
What is the current meta? Maxim/Con spam into T-70/ZiS and then call-ins?
Versus Wehr I feel if I don't end the game in 15 minutes it's an auto loss as vetted Schreks w/Ostwind combo wreck everything I have.
Versus OKW I feel like I need to commit to AI or AT whereas they can remain versatile and just build the opposite of what I committed to.
Posts: 1593 | Subs: 1
Build more maxims
Build like 4-6 of them
Vs okw get a pak on the frontline at 6:30
Vs ost you can get a pak if u think he goes flame ht
Vs okw Start with a conscript and cap the side map (conscript win vs kubel, Pios not)
Vs ost Start Double pio
Start laying mines at 30muni and continue so (important!)
Always keep 2 VPs, it should be easy due maxims. You're not Ressource depentant anyway, zis and maxims are enough till mid-late tbh. Always try to go for a Triple cap temporarly with some Shock callin etc
Personally go Shock rifle 99%, but there really shouldnt be a problem with late due VP bleed.
Posts: 552
Posts: 80
Only way is spam maxim really ? Balance is perhaps pretty good atm, but were is the fun ?
It's so boring to play like this. Cons are useless. Snipers are useless. Only way is 4 maxims into t-70.
I am sad, because SU was my favorite faction. Relic killed this faction.
And i hate USF and UKF. So ... time to play to the sims Kappa.
Posts: 48
In some games I 've played recently as SU, I went 2 Maxims, 2-3 Cons with Cons being the screen/support of a Maxim.
Posts: 363
the OST guy have no chance to retaliate, even with P4 i had like 3 T85
soo basicly gg for him,
keep that t70 alive, i use it to recon late game..realy usefull to engage with T85, see where the tank pointing at n where the AT wherebout
Posts: 48
Posts: 4
Posts: 62
Posts: 87
Posts: 10
-2 cons
-cap closest spot w enj, then retreat
-build T2, 2 maxims
-build as see fit. (AT gun, more con, mortor)
-t3 (T70 or SU 76)
i love advanced warfare because the ppsh's are absolutely fantastic, and it also gives you a solid tank, AND constant knowledge of what they're building.
near end of game you have to decide
-kaddys?
OR
-T34/87
as soon as i see panthers/pazershrecks i abandon tanks (still love that kaddy!)
-- This build order is very flexible - allows for plenty of variations--
-- you must be flexible in this game --
Posts: 81 | Subs: 1
Despite the fact, that I'm happy not to read another balance thread: I'd much rather prefer you not to ask for the meta, but actually go out there and play around with the commanders a bit and have fun, instead of becoming one of those meta only players - we already got enough of those guys
Whats wrong with talking about the Meta? Meta conversations have dominated CoH for 10 years!
Posts: 3
- Lend Lease
- Advanced Warfare
- Shock Rifle Frontline OR Mechanized Support
As for the general strategy, I like to have one commander to pick against blobs of Volks or Ostruppen. I think Shock rifle Frontline is the best vs Blobs of infantry but I havent used many of the Soviet artillery emplacements so I'm not sure. Then another commander to counter early vehicle strategies with 222 or Luchs spam into Panthers. Mechanized Support is the perfect soviet commander for countering vehicles, all 5 abilities can help you destroy tanks.
I feel Lend Lease and Advanced Warfare are some of the most well-balanced commanders and can play on a wide variety of maps. Lend Lease for maps with more buildings for the Dishkas. Advanced warfare on bigger maps, or varied terrain, so you can see what they are building and send your "counter" to the correct spot. Advance Warfare definitely is my favorite commander right now. All 5 abilities are extremely useful and easy to economize
Posts: 41
guard motor
shock rifle
lend lease
partisans
armored assault
mechanized assault
guard rifle
soviet industry
my lineup:
guard motor
shock rifle
armored assault
starting engi sent to cap, 3 cons
if starting engi is too busy and is not in the base, then build another engi to make t2
if enemy starts camping buildings or making mgs, tech mollies
if enemy has vehicles, tech at nades
then build whatever t2 you need at the moment:
extreme blobbing and need crowd control? 2-3 maxims
too much stationary mgs and bunkers? mortars
heavy use of vehicles? zis
then tech to t3, build whatever is appropiate for the situation
if you dont need a tank destroyer then get t70, if you need mobile supression and you know the enemy doesnt have anti tank guns or shreks, go for quad
then t4, but all of the units here are kind of bad, you're better off saving the mp and fuel for t34-85s or is2s
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