Ask the Strategist!
Posts: 24
Cheers
Posts: 359
Look for the icon of a golden shield. Click on that and then the picture of sandbags.
Posts: 24
I had never even read the tool tip, from playing C&C the shield represents defensive... learnt to read the tooltips better and assume nothing.
Cheers
Posts: 31
Posts: 710
Basically you should pick the fights you can win. There's no reason to stay in early game fight e.g. 2 Sturm pios vs 1 conscript. In that case it's better to insta retreat. If you lose 4 models it's just waste of manpower and most likely your health has also gone down which would require medics.
Of course this is a situation depended. In later stages there might be situation where you can bait huge blob into your trap / opponent who is microing somewhere else, you can get a nice nade into the middle of the squad. And this way perhaps even squad wipe.
But in my opinion you should take less chances (atleast in early game) and retreat instead of stay in a fight you can't win.
But please strategists give more detailed tips how you pick your fights.
Posts: 165
It really much depends on the situation.
Especially as an ally you should chose the retreat option ways more often in the early game. Because their infantry CAN be ways more weaker, especially vs OKW
It also depends really much onto experience
-> (hmm ok i got a conscript in this position and the enemy got a grenadier there, if i move there i could harass him and force him to retreat) - thoughts like this
- you also have to know the pros/cons of every single unit to choose the right choice
Rushing onto units in cover is always a bad choice, so try another way or instant retreat, that is a simple example but as soon as we hit the more difficult way:
1 to 2 relation, but you got obersoldaten and the enemy jsut 2 conscripts, but he got PPsHs on both and is onto mid range, but there is no cover between, and going on, like i mentioned in the example before
So, long content short,
earn the experience inGame and otherwise follow the rule, better retreat too soon as too late. A squad wipe is ALWAYS a heavy disadvantage, which you shouldn't risk and a complete recover is always possible, even if it could get hard
Posts: 31
Posts: 2070
Posts: 545 | Subs: 3
Otherwise, it's an extremely strong composition since you have pretty much everything you need in T2 with the only drawback being mobility and a strict positioning requirement with mines (absolutely crucial).
Posts: 1963 | Subs: 1
Reduce the damage taken or reduce recieved accuracy?
Also, how does the recieved accuracy on units like pgrens work? Make you avoid bullets or reduce damage. Someone said it works by multiplying the dps from the enemy with the modifier.
What do you strategists think of this build order for Ostheer?
Gren-Gren-MG42-MG42-Mortar-BP1-T2-Pak
Posts: 680
Posts: 1838 | Subs: 17
I thought I get the Joint operations commander but before I have a question: does the artillery officer make the Lefh18 artilley-piece shoot faster?
In a way yes. The artillery officer's arty ability for 80 munitions allows all artillery units to fire their barrage regardless of cool down. I used ability yesterday with two panzerwerfers and they were constantly firing. It was beautiful .
Posts: 444
My goal is to get to 1 CP as fast as possible using US forces so i can ge tout the Military truck to troll around.
Posts: 94
Posts: 1963 | Subs: 1
What is the most effective commander/BO/strat for US in a team game? Or are soviets simply better in every way? My usual 1v1 strat is nullified by multiple mg's/ overpoweredwagen pinning my rifles with no flanking routes.I'm no strategist but when I play USF with my Soviet teammate(2v2), I go 3 rifles then upgrade nades. Don't be too aggressive and you will be fine. Use smoke nades to counter the MG/Kubelwagen. Obviously fire the smoke nade as close to the enemy as possible. If with AT then borrow your soviet teammate's hospital. To cheat a bit use the RE build tank trap around the kubel quickly to block it (credit to Romeo for introducing this cheesy way of stopping kubel.)
Posts: 94
Posts: 3
Im looking for guides (video and text) with new strategies, tips and tricks etc. Is there any good guides like this? Some videos would be really helpful.
Posts: 710
Hello, im a rather new CoH2 player. I played some CoH1 without getting really advanced. Im not a complete beginner, so i know basics like cover, retreating, reinforments etc. I also just bought the Western armies expansion.
Im looking for guides (video and text) with new strategies, tips and tricks etc. Is there any good guides like this? Some videos would be really helpful.
There are guides at this page, the western front armies are the latest ones so they are most up to date (USF and OKW guides). But the older ones are good basic guides as well. You just have to apply them a bit.
For videos I highly recommend to watch shoutcasts of games, as much as possible. They usually give good insight info and you can see some strategies out of them. I will list few to that I like to watch, there are more and apologies to some casters if I miss some
ATR3UH - https://www.youtube.com/user/atr3uh/videos
Generals Gentlemen - https://www.youtube.com/user/PwnageMachine0
computerheat - https://www.youtube.com/channel/UCrGGz56zTjOYvrYrdw2dKoQ
There are also some video tutorials, but as far as I remember, they are from this spring so they might not be so up-to-date. But you might want to take a look for them as well (they are made by Z3r07):
http://www.coh2.org/guides/17049/z3r07-s-learn-2-play-video-playlist
Posts: 63
I play generally USF and I'm trying to use the riflemen upgrades instead of going t2-->t4 every match. My questions are about the upgrades:
1) 1 BAR for a squad really increase his effectiveness or i need more? (in which range is better to use BAR infantry?)
2) Bazooka miss a lot versus light vehicle. But can it be useful versus heavy vehicle? 1 or 2 per squad?
Tnx in advance
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