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Advanced British Trench Facilities

3 Aug 2016, 01:50 AM
#1
avatar of Dangerous-Cloth

Posts: 2066

The UKF trench is a marvalous display of British engineering at its finest. This engineering is so advanced, that the trench has become the ultimate weapon. A true representation of British might that is quite resilient to most of it's enemies and makes them revolt with detest. This advanced engineering results in numerous futile tactics by the multitude of different enemies, with only the wisest of strategists being able to crack the true ingenuity that is the British trench.

Our forward observers have reported the following effects, some of which are quite shattering to say the least. This information however is top secret, therefor any kind of sizable leak or prominent whispers concerning this information will be punished severely.

Advanced locking mechanisms
Our enemies seem not to have cracked our top secret advanced locking mechanisms. Their infantry and special allocated weapon teams are incapable of entering our trench facilities. Further more, our trenches can be left unsupported and undefended, since the only option for our enemy is to destroy these advanced facilities or face constant guerrilla tactics where our designated units are moving in and out of the advanced trenches when needed. Losses, although very rare, do not harm our production values, since we can simply build more of these facilities to further strenghten our lines without any strain on our supplies.

Advanced dodging mechanisms
Our enemies sometimes develop delusions of grandeur. These situations arise when our lines have to tactically withdrawl and must leave a trench facility undefended or unsupported. Our enemies will try to use indirect fire and anti tank weapon teams in order to bring destruction to our trench facilities. Luckily our enemies are still not prepared for our advanced dodging mechanisms. Field observers report that our trench facilities are dodging the majority of the anti tank weapon team's projectiles and can hold out on their own, without any kind of physical support, versus any sizable army of any kind, including combined arms.

Advanced field of fire
Although our trench facilities were initially designed to give two large fields of fire, our engineers have found ways to further enlarge our field of fire when operating inside the advanced trench facilities. Our advanced trench facilities are capable of delivering a sizable field of fire which consists of 360 degrees all-round effectiveness. Our enemies seem to struggle against these new developments, which ensure that our trench facilities are future proof if the need arises. Our enemies are unable to effectively flank our trenches when our infantry sections are utilizing their marvalous versatility.

Finally we end this special report with a quote from our radio interpreter Rupert Scrivener, whom operates in the field and follows all the developments of our deployed units from a safe position:

"When will the enemy learn I wonder?"
3 Aug 2016, 06:15 AM
#2
avatar of SolidSteel

Posts: 74

i lold

It not dodging, it a superadvanced phasing device, trenches go into a new dimension so the AT guns fire thru them.
nee
3 Aug 2016, 06:49 AM
#3
avatar of nee

Posts: 1216

Trenches, the British tank trap.
3 Aug 2016, 08:44 AM
#5
avatar of RealName

Posts: 276

I just ghost the entrances

:>
3 Aug 2016, 08:47 AM
#6
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

There's no good reason why the British trench should have no chance of being stolen which is the main issue. It should've just been a trench with a miniscle mp cost for the fact it can be placed anywhere. The fact in can sit in hostile territory and be something troops can easily hop into while the other side needs indirect-fire or flamers to destroy it is not right when doctrinal, even if they're free, trenches do not have this and take up an entire commander slot.

Sure it's protection is slightly worse by being garrison, but it's also harder to kill than Fighting Positions and Bunkers and the occupants inside have no chance of losing models. Most faction-built garrisons kills garrisoned troops, 25% of the time, the Ostheer bunker kills garrisoned troops 100% of the time for lols, while British trenches don't give a damn.

tldr: Allow it to be stolen, done.
3 Aug 2016, 09:23 AM
#8
avatar of mortiferum

Posts: 571

Make them 120 mp.

They cannot reinforce, they cannot heal, so they are 30mp cheaper. Now they arent spammable, but justifies the anti entrance device.
3 Aug 2016, 09:26 AM
#9
avatar of Domine

Posts: 500

OKW meanwhile pays fuel for a useless as fuck Flak emplacements that can get decrewed

Assymetric symmetry - if it's allied, it has to be better
3 Aug 2016, 09:27 AM
#10
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

also do not understand why they are so hard to hit..
3 Aug 2016, 09:28 AM
#11
avatar of MissCommissar

Posts: 673

1. Allow it to be stolen.

2. Another proof of "CoH 1 > CoH 2" - in CoH 1 trenches looked like... trenches. Hole in teh ground for tommierats. Here they looks like field HQs, even bigger than bunkers, so large they are.

Of course, nobody will do it, but still - make trenches look like trenches, not like condominium house, please.
3 Aug 2016, 10:14 AM
#13
avatar of SolidSteel

Posts: 74

Fill them up with water so they are unusable.

You're doing fine with tears so far.

Now, if only axis factions had something like flame nade or mortar in early game to hardcounter any kind of trentch warfare attempts....


- Flamenade a forcefielded unflankable trench, also counting with the supression debuff on nade range. 10/10 solid tactic.

- Trying to compete with mortar emplacements with axis mortars kek 10/10

PSA: Add a usf turbo auto nuke launcher and you have a perfectly viable scenario to use the tactics mentioned.
3 Aug 2016, 10:15 AM
#14
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post3 Aug 2016, 10:04 AMJespe


Phew, fortunately those flamenade wielders don't have smoke so i can stop them with vickers inside the trench.

Because if the vickers would be outside of trentch, you would just casually walk up to it frontally, yes? :snfPeter:
3 Aug 2016, 10:16 AM
#15
avatar of Dangerous-Cloth

Posts: 2066


Because if the vickers would be outside of trentch, you would just casually walk up to it frontally, yes? :snfPeter:


You watch this replay and tell me UKF trenches are fine.

https://www.coh2.org/replay/55220/my-7th-game-as-brits
3 Aug 2016, 10:18 AM
#16
avatar of __deleted__

Posts: 1225

Brit trench with anti-kraut repellant comes close to being the most retarded mechanic in the history of this game. Park on cutoff in the early game, put Vickers in it...you win the prize!
3 Aug 2016, 10:21 AM
#17
avatar of tenid

Posts: 232

There's no good reason why the British trench should have no chance of being stolen which is the main issue. It should've just been a trench with a miniscle mp cost for the fact it can be placed anywhere. The fact in can sit in hostile territory and be something troops can easily hop into while the other side needs indirect-fire or flamers to destroy it is not right when doctrinal, even if they're free, trenches do not have this and take up an entire commander slot.

Sure it's protection is slightly worse by being garrison, but it's also harder to kill than Fighting Positions and Bunkers and the occupants inside have no chance of losing models. Most faction-built garrisons kills garrisoned troops, 25% of the time, the Ostheer bunker kills garrisoned troops 100% of the time for lols, while British trenches don't give a damn.

tldr: Allow it to be stolen, done.


Actually there are good reasons why the brit trench is unstealable and it comes with the design of the faction. The two obvious points being that 1. Tommies need cover or a building to achieve their full DPS and 2. The vickers vet 1 requires a garrison of some sort. Since both of these are map dependent the trench is needed to make them worthwhile on all maps. While sandbags can cover part 1, they can also be used by the enemy since brits don't have any engineers to wire off the other side before tier 2.

There's also the fact that building a trench as brits would be an outright liability if it could be stolen. Unlike axis factions brits are sorely lacking in both indirect fire and garrison clearing capability in the early game. Building a trench that could be stolen would ultimately be self harming - why would I want to do that?

Finally I'd also note that of the two ost commanders with (free) trenches, one of them comes with cheap, spammable ostruppen that can keep the trench occupied (and similarly get a bonus from it) whereas anything with a range long enough to use the trench on the brit side costs 280mp.
3 Aug 2016, 11:17 AM
#18
avatar of CartoonVillain

Posts: 474

jump backJump back to quoted post3 Aug 2016, 10:21 AMtenid


Actually there are good reasons why the brit trench is unstealable and it comes with the design of the faction. The two obvious points being that 1. Tommies need cover or a building to achieve their full DPS and 2. The vickers vet 1 requires a garrison of some sort. Since both of these are map dependent the trench is needed to make them worthwhile on all maps. While sandbags can cover part 1, they can also be used by the enemy since brits don't have any engineers to wire off the other side before tier 2.


This, to me, only justifies trenches existing, not being unstealable.
3 Aug 2016, 12:35 PM
#19
avatar of ullumulu

Posts: 2243

Its because the most units which the brits get...are better than the version from other factions. And the brits get all possiblitys from all faction to.

Examples?
- best bunkers and emplacments
- best cover for the infantery
- best tanks
- best air support
- best grenades
- best assault infantery
- best area defense possibiltys
- forward retreat points
- unstealable trenches
- can equip wepaons to the most of their infantery
- very good AT gun
- Sniper which can dmg to tanks
- best flamer tank
- sturmtiger version with reload on move and turrent (wtf!?)
- best Artillery call ins


yeah..and u know why? cause relic want to sell this shit of OP stuff to noobs without skill, who want to be OP.
3 Aug 2016, 13:07 PM
#20
avatar of Katitof

Posts: 17914 | Subs: 8

Its because the most units which the brits get...are better than the version from other factions. And the brits get all possiblitys from all faction to.

Examples?
- best bunkers and emplacments
- best cover for the infantery
- best tanks
- best air support
- best grenades
- best assault infantery
- best area defense possibiltys
- forward retreat points
- unstealable trenches
- can equip wepaons to the most of their infantery
- very good AT gun
- Sniper which can dmg to tanks
- best flamer tank
- sturmtiger version with reload on move and turrent (wtf!?)
- best Artillery call ins


yeah..and u know why? cause relic want to sell this shit of OP stuff to noobs without skill, who want to be OP.


- best bunkers and emplacments - Ost got best bunkers as you can cheaply place them forward and adapt to your needs, brits don't have bunkers at all, only emplacements, which are NOT bunkers, but static units with popcap.

- best cover for the infantery - How is brit sandbag better then UKF tank trap or soviet long sandbag or OKW or wehr sandbag?

- best tanks
- best at what? And which ones? I'd rather have Tiger then Churchill.

- best air support - Stuka Close Air support is brit now?

- best grenades - brits don't have bundle nades

- best assault infantery - brits don't have shock troops

- best area defense possibiltys - you're running circles with emplacements here and forgot that schwerer is a thing

- forward retreat points - one of the most expensive and easiest to destroy, it got nothing on OKW med truck or USF ambu+major combo

- unstealable trenches - Can you garrison opponents bunkers or fighting position? Can you guess why? Now you know why brits one is like that

- can equip wepaons to the most of their infantery - so can USF, the USF weapons are better and they have 50% more to choose from

- very good AT gun - yep, still got nothing on PaK40 with TWP, which will remain best ATG as long as TWP exist

- Sniper which can dmg to tanks - I'd rather have sniper that can finish off last model on demand then one that tickles kubel.

- best flamer tank - its also most expensive flamer tank, which you forgot to mention

- sturmtiger version with reload on move and turrent (wtf!?)
- which is slower, can't shoot over shot blockers, can't shoot from outside of LOS and you are bad and you should feel bad if you lost anything other then anti tank gun to it.

- best Artillery call ins - did they got USF and OKW off-maps or you're still playing pirated version from brit release?
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