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Bofors and Mortar Pit

12 Jun 2016, 12:15 PM
#21
avatar of Shanka

Posts: 323



I find this answer weird.PAK,sniper,double mortar and halftrack...do you even build any main army...his infantry will just walk in and roll up the whole line?


One mg to cover the pak and it's good (the double mortar is my favorite to clean off emplacement, but you are not force to do it everytime)

And i mean, if you go OST against UKF you are forced to go for these units (sniper, pak) you always have like 2 grens in your army compositon
12 Jun 2016, 12:29 PM
#22
avatar of RedT3rror

Posts: 747 | Subs: 2



try it on rails&metal, not only city 17


I see what you did there. Perhaps you should try a 4v4 on LaGleize or LienneForest against Brits or a 3v3 on Ettelbrück.
12 Jun 2016, 13:32 PM
#23
avatar of austerlitz

Posts: 1705

jump backJump back to quoted post12 Jun 2016, 11:59 AMRappy
Best suggestion I've heard for ost dealing with sim city is a flame halftrack and mortar firing smoke rounds. When bofor is all smoked out, attack ground with flames. Even brace doesn't save emplacements from decent flame damage. Must watch out for at guns though... Can smoke them too. Its probably the most satisfying way to end their game. They usually quit after that. Also don't forget once smoke round has fired, attack ground with the regular mortar rounds too.


Thanks,ill try this.Actually makes more sense.
12 Jun 2016, 13:34 PM
#24
avatar of RedT3rror

Posts: 747 | Subs: 2



Thanks,ill try this.Actually makes more sense.


This doesn't work since the Bofors can make use of Attack Ground.
12 Jun 2016, 15:41 PM
#25
avatar of Highfiveeeee

Posts: 1740



How are you doing it?I return to this game,and find its been ruined by these emplacements completely.Mortar pit range is just bogus.Bofors is unkilleable with brcae without loss of half ur army for the price of an ost halftrack.Wtf.Only OKW can play 2vs 2 and up against brits now,ost is only good for caches as 2 vs 2 .


I usually don't agree with your posts but nevertheless I also think that playing Brits with emplacements is the easy mode of CoH2 multiplayer.
I have a mate with whom I play 2v2 AT games as Axis only. Currently we are around rank > 3.000 (he is not that good and simply does not know how to counter the Allied blobs and emplacements).

On the other hand I also play 2v2 random teams as Brits and got to rank ~100 with ease. My mate usually plays the aggressive part. In the early game I support him with my troops and an MG and after 7-8 minutes I start building a mortar pit + forward base. Then an AT gun to counter any Luchs or Flamer HT, lay mines around my Sim City like stupid to counter them even more and then I build a Bofors.

If my mate manages to at least not lose his own army, we win without any big efforts from my side. My cancer commander repairs everything while my base and mortar counters any LeIG that wants to attack me and bleeds the enemy like nothing comparable. Sometimes I have to brace something that it doesn't take a third of its health in damage from a Stuka zu Fuß but yeah, that's it. I then proceed to build another mortar and then a Firefly to fuck with heavy armor.

Yes, I know, players will come to me "do this in a real game against not total noobs" but honestly, I think rank 100 is somehow a bit away from the mediocre playerbase. And still I have no problems winning with ease. I absolutely don't want to sound narcisstic, just to show the problem with Brits. Meanwhile I try to cap some points outside of the main battle, crawl my cat or go to the toilet. Sure, sometimes the OKW player broke through my Sim City but he lost way more MP and Fuel than I did. Multiple vet 3-5 squads got wrecked while I lose about 700MP and 30 fuel (Mortar + Bofors). I wait two minutes while he tries to recover what is left of his army and voila, Sim City is back in business.

Sure Brits can be played "cool" with their good troops and viable strat choices. But guys, let's be honest. You can win with Sim City with much less effort and stress, so why should a player do something that is way more micro intensive?

(If somebody doesn't get the point: Yes I am playing this bullshit, but I try to show you WHY it is bullshit and cancer for the whole game)
12 Jun 2016, 17:25 PM
#26
avatar of PanzerGeneralForever

Posts: 1072

A combined fortification with AT-support is hard to break? Who would have guessed?

Attack somewhere else. Overwhelm his teammate 2v1. L2P.

Depending on the map this argument isn't always valid. Put these in the middle and the mortar can cover 2 thirds of the map and Bofors has barrage ability. What it also does is make a safe and unflankable area to park even more indirect fire units like mortars and pak how is.


@ OP, the biggest problem with emplacements is / will have been the counter barrage ability from cancer regiment. Otherwise as ostheer get 2 mortars spread out and bomb. Use combine arms and your OKW mate to be ready to push with volks as soon as Bofors I'd braced.


Bofors needs less penetration imo. It consistently penetrates the frontal armor of the p4 which can't outrange it. Its one thing if it counters infantry,light vehicles and ost mortars ( with its barrage) but medium tanks as well! It should be able to penetrate the rear armor so it prevents p4 from rushing and killing the ATG that should be supporting it. It shouldn't be able to 1v1 a p4.
12 Jun 2016, 22:51 PM
#27
avatar of Rappy

Posts: 526



This doesn't work since the Bofors can make use of Attack Ground.


Most people don't know that probably. I've never had that problem but also perhaps I have been lucky the times I've used that technique.
13 Jun 2016, 02:28 AM
#28
avatar of easierwithaturret

Posts: 247



This doesn't work since the Bofors can make use of Attack Ground.


This. I thought smoke+flame HT would work wonders, but due to the above fact it will only work if the Bofors is already damaged and you kill it before he can react manually.

As for the notion you can stop UKF from building emplacements, that's pretty hard to do when, in certain circumstances, they go up in seconds.
13 Jun 2016, 03:34 AM
#29
avatar of PanzerGeneralForever

Posts: 1072



This. I thought smoke+flame HT would work wonders, but due to the above fact it will only work if the Bofors is already damaged and you kill it before he can react manually.

As for the notion you can stop UKF from building emplacements, that's pretty hard to do when, in certain circumstances, they go up in seconds.


If its in 2v2s then the way to counter emplacements is by making sure both you and your ally are putting a ton of pressure on your opponents. Force him to buy other units that he doesnt want to make/use. Be ready for the Brits meta with rushing houses. Every time i start a match playing as ostheer, i look at the enemy base a check to see if im paired against a british player. If i am, my build order is as follows --> HMG Gren Mortar Gren (and one more of your choice).

This build order works because of the options available to the brits in the early game. They have ISs (countered by hmg, gren and mortar), vickers (countered by mortar), and UC (countered by gren). I know lots of ppl like to rush out a sniper which can sometimes be very devastating for the brits early game, but if the enemy goes heavy on the emplacements the sniper takes away a lot of your aggressive prowess in the early game in terms of capping and harassing. IF the enemy gets a sniper, don't hesitate to get one of your own. Hold fire, stay cloaked, get close, counter snipe him.


I typically follow this build order up with a 222 since it forces the brit player to get ATG or tech either AEC or bofors.

Also a note to all Ostheer players, have a doctrine in your loadout that has spotting scopes. Put one on your 222 and plunk him down in the middle of the map for free maphacks. Get him to vet 2 and youll be able to see their base on some maps :p.
13 Jun 2016, 03:43 AM
#30
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Every time i start a match playing as ostheer, i look at the enemy base a check to see if im paired against a british player.

You uh, could also just look at the loading screen before the game starts too though, right?
13 Jun 2016, 03:50 AM
#31
avatar of PanzerGeneralForever

Posts: 1072

jump backJump back to quoted post13 Jun 2016, 03:43 AMVuther

You uh, could also just look at the loading screen before the game starts too though, right?

I still check to see if he's on the side closest to me or the other side. I don't have the slots for each map memorized so yeah :p
13 Jun 2016, 04:26 AM
#32
avatar of sinthe

Posts: 414

I have noticed, that a lot of games in which my team mate and I are dominating in 2v2 are lost after 10 minutes to the allies 2v1ing a fuel, setting up shop by using 2-3 units to build then creeping sim city to the central vp, almost as if simcity was the backup plan if they started losing.

If a surprise bofors kills a vet'd gren squad w/ lmg or scoped 222, it's pretty much paid for it's self. Combined with a bofors the mortar pit will bleed mp at a rate that is impossible to ignore.

15 Jun 2016, 04:21 AM
#33
avatar of Mistah_S

Posts: 851 | Subs: 1


I still check to see if he's on the side closest to me or the other side. I don't have the slots for each map memorized so yeah :p

Dude, wtf?
You are still confusing us.


jump backJump back to quoted post13 Jun 2016, 04:26 AMsinthe
I have noticed, that a lot of games in which my team mate and I are dominating in 2v2 are lost after 10 minutes to the allies 2v1ing a fuel, setting up shop by using 2-3 units to build then creeping sim city to the central vp, almost as if simcity was the backup plan if they started losing.

If a surprise bofors kills a vet'd gren squad w/ lmg or scoped 222, it's pretty much paid for it's self. Combined with a bofors the mortar pit will bleed mp at a rate that is impossible to ignore.

+1
Well said.

15 Jun 2016, 05:21 AM
#34
avatar of PanzerGeneralForever

Posts: 1072


Dude, wtf?
You are still confusing us.



+1
Well said.



Let me explain in full. 2v2 maps can often be split into 2 sections of the map or two "sides". Lots of players feel responsible for the side of the map closest to them. This means if you look where the enemy base sectors are, you can tell which faction you are going to be up against for the first few engagements of the game.

This knowledge can help you pick a certain build orders.

For example, the game starts and my HQ is left of my allies HQ. This means I'll likely be against units of the enemy faction that is on the left. If I see the left HQ in the shape of a circle its USF, rectangle means it's brits, and no base sector means it's soviets.

My build order varies depending on the enemy units I'm facing. If I'm facing USFs I'll want a sniper earlier than later. If it's brits ill want a mortar etc.

The loading screen only tells me what two factions I'll be against and not which side they are positioned on (left side or right side).

The other way to find out which person goes where on the map is be the map slots. If you go into custom games you can pick a map as well as which side of the map and even base slot you will be in. In the loading screen you can determine which exact slot a specific faction will be if you know where that slot number is on the map.

I haven't memorised the slot number locations so I just looking over at the enemy base sectors at the beginning of the match to see what I'm up against.


Hope this clarifies things for you.
15 Jun 2016, 05:55 AM
#35
avatar of William Christensen

Posts: 401



You can win with Sim City with much less effort and stress, so why should a player do something that is way more micro intensive?



Because it's more challenging and fun for both sides, duh!

Call me a dumbass but I like playing Brits aggressively and no relying heavily on emplacements, it sure is more micro-intensive but it's fun!

Right now, I don't even care if I see someone go Sim City, I don't even bother call him a noob because he isn't! He just like all other people. We all have a tendency to do things in an easier way rather than to take risks or try another could-be-harder tactic. If i to correct them or advise them to try different tactics, it would basically be pointless anyway, just hope that they can one day see a different play style, a different experience that wil make them think: "I should have try this earlier". But well, who am I anyway to change people's perspectives...

Back to the topic, I would say the only thing that cause emplacements to be so annoying is the Advance Cancer Regiment (Which will get some tweaks in the future patch). Besides that, they can be counter, just check Hans' video and you will see.
15 Jun 2016, 07:07 AM
#36
avatar of Katitof

Posts: 17914 | Subs: 8



680MP? He has immobile 680MP and you are saying that he still can walk on your paks with infantry.

It's like saying that if I make 2 Paks at 9' Im still able to make powerful infantry push - no, you are not.


Actually its more like 830.
Remember the side tech that unlocks nothing else.

Now, I like how ostherlitz is always at it, but he still isn't at level where balance matters for him or is even near being main issue.
He himself however is.
15 Jun 2016, 07:50 AM
#37
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post15 Jun 2016, 07:07 AMKatitof


Actually its more like 830.
Remember the side tech that unlocks nothing else.

Now, I like how ostherlitz is always at it, but he still isn't at level where balance matters for him or is even near being main issue.
He himself however is.


My bad :luvDerp: Forgot about Bofors tech.
15 Jun 2016, 10:49 AM
#38
avatar of Esxile

Posts: 3602 | Subs: 1

jump backJump back to quoted post13 Jun 2016, 04:26 AMsinthe
I have noticed, that a lot of games in which my team mate and I are dominating in 2v2 are lost after 10 minutes to the allies 2v1ing a fuel, setting up shop by using 2-3 units to build then creeping sim city to the central vp, almost as if simcity was the backup plan if they started losing.

If a surprise bofors kills a vet'd gren squad w/ lmg or scoped 222, it's pretty much paid for it's self. Combined with a bofors the mortar pit will bleed mp at a rate that is impossible to ignore.



What you say doesn't make sense, you are dominating but still lose the center of the map? One of the guy use 800mp only to build a bofors and mortar. Isn't possible on the mean time to build, both of you 1 mortar/ISG and maybe one more from one of you, so 3 mortars to take them down?
I have never see the bofors as an issue, even on narrow maps like Rails and I usually take it down alone when the player directly face me.
15 Jun 2016, 17:44 PM
#39
avatar of ZombiFrancis

Posts: 2742

"Dominating" is usually seen as being able to defend your fuel and attack your opponents. For Axis against USF or Soviets this is considered a dominating position. Against Brits, Axis is usually free to cap its half of the map, which creates such an illusion of being in a dominating position.
15 Jun 2016, 20:40 PM
#40
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Currently some maps facilitate emplacement play more than others, and good placement of an emplacement can prevent the ignore and cap around option. Clearly emplacements need to be examined, Ost does not have enough tools in 2v2 to threaten emplacements correctly.
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