Wow thanks, that's more than I expected to learn.
Btw is doctrine stuff that much better here that it is required ?
On vcoh as US you kinda needed one to win to go with the general strat, but as WM for example is was totally possible to win without any, because basic units and spending muni on mines and upgrades was just as good as any possible doc ability (or actually even better, since mines were so cost efficient), and also there was no real gap that needed to be filled.
I don't care to use a doctrine for the sake of it if it has no benefit (but tbh here I didn't use any because I have absolutely no clue what it available to me).
First of all Sebbro, despite what your opponent did, the nature of this map makes the German player having better time capping the north of Kholodny because it's more open and easier to defend with MGs, while the south is full of hedges, this means your first Engineer should always start capping the south while your first conscripts squad should try to contest the mid munitions point (that is closer to the left base), while you should use very offensively the rest of the conscripts on the top part of the map.
So german play is still supposed to revolve around MG ?
Remember to issue multiple orders before capping, units will always take the shortest path to reach a point but if there's a fence they won't automatically vault it (so you should issue multiple orders, move->vault->reach the point to cap).
Worse, I forgot we could do that! And spend hours walking around the map and wondering why it was so long. I even wired the left next to a fence which is probably useless then. :/
Tactical map, even if not 100% perfect, works now, use num 0 of your keyboard to open it (or click on the button in the right bottom corner of the minimap).
I never really used it on coh.
To spend less time possible between each capped point ensure to be at the edge of each capping circle of all the points, on the side where the next point you want to cap is.
I do that early game already. Even starting to walk before the point is fully capped.
In 1vs1 molotovs are ok but not that great, simply because their throwing time is very long so a decent player will always dodge them. Since I'm pretty sure your aggressive playstyle is like mine I suggest you skipping them and going to a 3 conscripts 2 engineers build, getting flamer as soon as possible, building T1 and a scout car with the second engineer a few seconds after the squad gets on the field and using engineers into M3A1 in an aggressive way (but fear multiple grenadiers that can panzerfaust you and stay at max distance vs them, the cal.50 of the M3A1 will do its dmg don't worry and you won't risk to lose it).
Any kind of grenades in vcoh was dodgeable, it was still useful and could win early games. It depends on how smart you are with them and how the opponent reacts.
What might really change my mind is how bad they seemed to be against buildings in another game I played. (?)
Also can you burn from your own grenade or not? Sometimes I walked into it I wasn't really sure.
Remember I've discovered the flamer vehicle rush in early beta with you, I might try it again. It was so broken I thought it was fixed.
Remember that "Ooorah" grants only movement speed bonus +1 and that units attack less frequently while running with "Ooorah" activated, that units do not attack at all when you soft retreat them (when they give their back to an enemy unit they do not attack it at all), that flamethrowers attack only when stationary or when they are inside a vehicle.
I was trying to figure out that ooorah thing, I guess that works like fire up rangers then. Good to know about flamers. Mind blown about soft retreat. That makes picking good fights so much more important. Or maybe just need to play ad carry style hit and run between attack speed (I need to check how long that is and how long they take to turn around fight and turn again).
A couple more things, houses are a lot more resistent to small arms fire and snipers have a decreased accuracy vs them.
Grenades suck vs them too? What is answer then, flamer ? mortar ?
Does smoke works like it used too (decreased accuracy, no suppress, but flame and stuff the same ) ?
The T-34 transition is ok but the more I play the game the more I find it "meh", since the whole T3 German building counters T34s (StuG, PIV and Ostwind kill a T-34 in a 1vs1 fight, unless you micro your T-34 better than how he microes his Ostwind, which shouldn't be that hard).
I don't even know what is T-34 and if I build one there or not LOL.
I guess I'll figure out that kind of stuff, even if a tier counters it, I'd assume you can always hit and run and play around like it was possible with m8 or sherman. Or even just used it to cover AT guns and other stuff I don't know.
PaKs are pretty meh, but Panzerschrecks are very good and in the current build Panzerfausts from Grenadiers always cause engine damaged (so don't be overaggressive when you face grens+pgrens).
Ok I'll try to pay attention.
In that game flaming halftrack (which is a strong unit even if expensive) could have become a real treat to deal with, since it requires a lot of AT nades to go down and focused fire from infantry, but he wasn't enough aggressive with it. My personal solution for it is taking the doctrine with Guards and PPSh and getting an early Guard squad inside an M3A1, it will have easy time destroying the flaming HT and any other T2 vehicle.
That seems strong for how fast it came, or maybe I just teched slow on my side.
About small arms (focused fire ?), what vehicles do they kill or don't ? What is the limit ? Each compared to riflemen effectiveness vs bike, pe ht, wm ht, tank ?
In general if you want to go for a 3 conscripts T2 start I suggest you getting a Maxim MG, it deals a lot of damage and it's perfect to fight PGrens I personally do not go anymore T-34s because I find like the German T3 counters them too hard but they are totally viable when you get at least an AT gun on the field
My only plan here was to spam the shit out of infatry (3 rifle nade 2 rifle heal style) and cap all the map and then buil random units.
What kind of AT do you use if you go T1 and vehicle flamer rush ? Still build T2 ? Or you rush the vehicle from T2 ?
Whenever you get on Steam contact me and I'll tell you more about the current build orders Hope this helped you ^^
Ok thanks for the help, it definitely did. I'll hopefully stream some more tonight. I don't really want to discuss extensively just yet though, I need to experience it more.