Best Allied Commanders for 4v4?
30 Jun 2019, 21:22 PM
#1
Posts: 692
I came back to CoH2 recently and was wondering what the best 3v3 and 4v4 commander for US/Soviet/UKF are?
30 Jun 2019, 21:55 PM
#2
Posts: 110
For me atleast, but I am OK playing 3v3 and 4v4 with 2v2 commander loadout usually.
Soviets: Combined arms, Schock rifle, Mechanised support (Urban assault as reserve)
USF: That new commander, Infantry company, Recon support/Airporn (tactical support as reserve)
UKF: Lend lease, Royal artyllery regiment, Mobile assault
Soviets: Combined arms, Schock rifle, Mechanised support (Urban assault as reserve)
USF: That new commander, Infantry company, Recon support/Airporn (tactical support as reserve)
UKF: Lend lease, Royal artyllery regiment, Mobile assault
30 Jun 2019, 22:04 PM
#3
Posts: 3145 | Subs: 2
For UKF I'd say that the top large team commanders have always been and probably always will be the ones with the Churchill Crocodile, so Vanguard who has self repair on tanks, glider HQ (commandos), ability for tanks to capture as well and a nice loiter ability. Special Weapons that has the M3 Weapons HT, AT IS that were life savers for the UKF before because of their snare but not so much anymore, 240mm Barrage and a weird loiter type infantry buff ability that's a bit broken so almost nobody uses. Lastly we got the revamped Tactical Support Reg that has the FHQ but comes a bit too late, "special" (useless slot in my opinion) salvage Sappers, mortar and AT gun drop and the designate command vehicle that you might or might not wanna make the Croc. Maybe try out the new commander if you feel cheeky and wanna spam M10s but I tried it against the new Tiger Ace and failed because of the mass support they get in team games so unless you got loads of resources to spare...
For USF which are probably the poorest Army to choose in a large team game because of lacking armor, and large team games are dictated by Armor, Rifle Company because of the E8, Mech Company because of Cav Rifles, M4A3 76(W) Shermans and Sherman Bulldozers (that can sort of act like meatshields but not exactly). Then I'd probably throw in Infantry Company because of the indirect fire support you get and the new Urban Assault commander because you can cheese your way through the infantry phase with RE Rifle Grenades and later cheese your way through the later armor phase with the infantry murdering Bulldozer Shermans.
Soviets I don't play that much but I played a few times with the Armor Assault or whatever it was called commander with the IS-2 and T-34/85 and with the Guards, 120mm Mortar and T-34/85 commander that also has self-repair for it's vehicles, that's a pretty nice one as well I'd say.
For USF which are probably the poorest Army to choose in a large team game because of lacking armor, and large team games are dictated by Armor, Rifle Company because of the E8, Mech Company because of Cav Rifles, M4A3 76(W) Shermans and Sherman Bulldozers (that can sort of act like meatshields but not exactly). Then I'd probably throw in Infantry Company because of the indirect fire support you get and the new Urban Assault commander because you can cheese your way through the infantry phase with RE Rifle Grenades and later cheese your way through the later armor phase with the infantry murdering Bulldozer Shermans.
Soviets I don't play that much but I played a few times with the Armor Assault or whatever it was called commander with the IS-2 and T-34/85 and with the Guards, 120mm Mortar and T-34/85 commander that also has self-repair for it's vehicles, that's a pretty nice one as well I'd say.
30 Jun 2019, 22:36 PM
#4
Posts: 4474
now ?
usf: urban assoult for calliopeand zook ranger with sprint, the pershing 1 and the airbone one
ukf: sex ton one, land matress, 1 with crocodile
soviet: guards with ISU 152, lend and lease, the b4 one
usf: urban assoult for calliopeand zook ranger with sprint, the pershing 1 and the airbone one
ukf: sex ton one, land matress, 1 with crocodile
soviet: guards with ISU 152, lend and lease, the b4 one
30 Jun 2019, 23:05 PM
#5
Posts: 3032 | Subs: 3
For UKF I'd say that the top large team commanders have always been and probably always will be the ones with the Churchill Crocodile
Crocodile will do a lot vs Panthers, JP4 and Elefant, right
For USF which are probably the poorest Army to choose in a large team game
and large team games are dictated by Armor
No they're not. On the allies side, 4v4 is dictated by teamweapon spam, (lmg) blobs and indirect fire spam. And USF is amazing in all 3 departments.
Only for the axis it's dictated by armor as they must decide the tank war in their favor in order to win a balanced match. And the Jackson is very important to defeat Panthers on non-open areas. (e. g. the forest in Lienne Forest or Essen Steelworks)
1 Jul 2019, 03:35 AM
#6
Posts: 220
If you're playing alone and want to win team games, take anything that can help you counter the arty fest or superheavy TDs
I reckon
USF: Infantry company is the best by far then Recon support and Armor are excellent. If you have buddies to cover your weaknesses, Urban assault and Heavy Cav are still good.
UKF: I personally take Schweppes (Railway arty and vickers + croc) and Commando Reg (Assault + Air Supremacy lets you outright deny LeFHs all game and you have commandos, glider lets you reinforce even when cut off) whilst swapping out between mobile assault (Rocket arty) and tactical support (Ridiculous Munitions leverage late game + croc) OR Royal Engineers (Flamer spam and AVRE). I personally don't like vanguard as a team games commander but to each their own. Most of the british regiments are solid for team games.
Soviet: Mech Support, Armoured assault and maybe counter attack? NKVD rifle disruption and dank hunters are pretty good wildcards.
I reckon
USF: Infantry company is the best by far then Recon support and Armor are excellent. If you have buddies to cover your weaknesses, Urban assault and Heavy Cav are still good.
UKF: I personally take Schweppes (Railway arty and vickers + croc) and Commando Reg (Assault + Air Supremacy lets you outright deny LeFHs all game and you have commandos, glider lets you reinforce even when cut off) whilst swapping out between mobile assault (Rocket arty) and tactical support (Ridiculous Munitions leverage late game + croc) OR Royal Engineers (Flamer spam and AVRE). I personally don't like vanguard as a team games commander but to each their own. Most of the british regiments are solid for team games.
Soviet: Mech Support, Armoured assault and maybe counter attack? NKVD rifle disruption and dank hunters are pretty good wildcards.
1 Jul 2019, 10:59 AM
#7
Posts: 2184 | Subs: 2
For the Soviets: any commander in which have Shock Troops and the IL-2 bomb strike, this is very important for 3vs3/4vs4. If you prefer the Guard - there is an excellent commander: guard, reconnaissance plane and IL-2 bomb strike.
For the British, for me personally, Sexton commander. He has reconnaissance and artillery strikes.
For the US, I have no preferences, the most used: Airborne and Priest commander.
For the British, for me personally, Sexton commander. He has reconnaissance and artillery strikes.
For the US, I have no preferences, the most used: Airborne and Priest commander.
1 Jul 2019, 11:53 AM
#8
Posts: 3145 | Subs: 2
Crocodile will do a lot vs Panthers, JP4 and Elefant, right
No they're not. On the allies side, 4v4 is dictated by teamweapon spam, (lmg) blobs and indirect fire spam. And USF is amazing in all 3 departments.
Only for the axis it's dictated by armor as they must decide the tank war in their favor in order to win a balanced match. And the Jackson is very important to defeat Panthers on non-open areas. (e. g. the forest in Lienne Forest or Essen Steelworks)
These are my observations, team games mostly boil down to spam, and more specifically, Armor spam, especially in the late game where infantry just get annihilated by anything that remotely even looks at them the wrong way.
Comets were the go-to before for Brits but ever since they got nerfed it's all been about the Churchill, sure it and the Croc can't go toe to toe with the German heavies but at least they can take a punch and kill infantry, if you got a USF teammate with some Jacksons they make the perfect combo as they can just use the Churchills as meatshields.
USF whenever I see in a team game mostly go for Sherman spam, M10 spam sometimes if the person feels cheeky, rarely see any Pershings anymore.
Same thing with the Soviets, mostly T-34/85s, sometimes an IS-2 and KV-2 here and there, KV-1 and 8s are extremely rare from what I've seen since they have basically the same gun as the regular T-34 and don't provide much more armor while also being slower and more expensive.
1 Jul 2019, 12:50 PM
#9
Posts: 919
As you see there are a lot of different opinions already. It really depends on the map / your playing style / arranged team or random match.
Since I play with friends mainly its a lot about everybody building its best units mainly. Allies should always choose aggressive commanders to get an early game advantage and destroy axis fuel caches whenever possible. Don't let them get too many lategame tanks.
Soviet: I always have the "Urban Defense Tactics" for urban maps in my layout. On some maps there are big concrete buildings in key positions. If you coordinate with your team you can put a lot of pressure on your opponent team. Plus there are Shock Troops, a useable small AT gun for early support and last but not least the big KV-2 for lategame. For non urban maps I go usually Terror (great KV-8 + shock Troops + Recon + Propaganda). Although it deals no direct damage, don't underestimate Propaganda. Cheap enough to use it multiple times, comes without red flares and even PAKs retreat. If you strip the german tanks from their support they have to back off. Third option in my layout is a commander with T34/85. Additionally: Building a pair of Katiushas is always a good idea at some point in the battle.
USF: Its all about getting vetted Jacksons and indirect firing units like Scott / Priest / Calliope
UKF: I do like the new commander, because of its aggressive style of play. Else choosing Vanguard is always something where you can't do something wrong. Very versatile commander with a lot of very useful doctrinal units and abilties for mid- and lategame.
Since I play with friends mainly its a lot about everybody building its best units mainly. Allies should always choose aggressive commanders to get an early game advantage and destroy axis fuel caches whenever possible. Don't let them get too many lategame tanks.
Soviet: I always have the "Urban Defense Tactics" for urban maps in my layout. On some maps there are big concrete buildings in key positions. If you coordinate with your team you can put a lot of pressure on your opponent team. Plus there are Shock Troops, a useable small AT gun for early support and last but not least the big KV-2 for lategame. For non urban maps I go usually Terror (great KV-8 + shock Troops + Recon + Propaganda). Although it deals no direct damage, don't underestimate Propaganda. Cheap enough to use it multiple times, comes without red flares and even PAKs retreat. If you strip the german tanks from their support they have to back off. Third option in my layout is a commander with T34/85. Additionally: Building a pair of Katiushas is always a good idea at some point in the battle.
USF: Its all about getting vetted Jacksons and indirect firing units like Scott / Priest / Calliope
UKF: I do like the new commander, because of its aggressive style of play. Else choosing Vanguard is always something where you can't do something wrong. Very versatile commander with a lot of very useful doctrinal units and abilties for mid- and lategame.
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