I agree, I hardly get Schrecks on volks because mines combined with raketenwerfer just do the job perfectly. 2-3 stgs on volks would improve the OKW gameplay and promote flanking and finally remove schreck blobs. They are just ugly to observe.
But we've been singing this prayer since WFA and relic won't listen.
Profile of AchtAchter
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If you need to know stats of certain unit: http://stat.coh2.hu
Which faction is OP and which is UP? Check it out here
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Which faction is OP and which is UP? Check it out here
Tips for beginners and wannabe pro's
Post History of AchtAchter
Thread: replace the volks schreck with mp44+faust.27 Oct 2015, 12:11 PM
In: COH2 Balance |
Thread: Remove the Weapon Racks from USF, add something else27 Oct 2015, 10:15 AM
Remove dual equipping for upgrading in the field. Ya ok. relic pls In: COH2 Balance |
Thread: Axis incendiary grenades27 Oct 2015, 10:06 AM
Molotovs and Incendiary Nades do both 10 damage on impact. Their main damage comes from the dot, which is now nerfed. In: COH2 Balance |
Thread: Lost game I think I could have won - but how?27 Oct 2015, 07:42 AM
First of all, don't place your schwere panzer hq so near to your medic truck. One incendiary strike and both get damaged. Secondly the schwere panzer hq should've been infront if your medic hq, somewhere near your fuel point e.g. By your placing you created a blocked road for your own tanks and a huge arty magnet. Check this guide for further information : http://www.coh2.org/guides/34730/tip-of-the-week-9--okw-truck-placement#1564 Secondly try organise your units better; there is no reason to cap with 3 squads worth 1000mp one point. Split, cap 3 points at the same moment or use one squad to cap and the other to flank or fight. So situations like this are omitted: So to your points: Yes you could've won the game as soon the P4 arrived. Your opponent had no AT and was building 2 at guns in panic, you should've been more aggressive with your P4 in that moment. Although your opponent had less infantry, you were not really using the fact that you had more infantry. You could've cut him off early, camp his fuel etc. But somehow you were happy with the territory you had and were leaving him enough breathing space for a comeback. It's very important to plant mines on the side routes in minsk pocket, so tanks like the KV8 can't simply sneak up and destroy your buildings and infantry. You can't be everywhere, the map is too big for that, so it's important to cover "open" spots with mines.
Use 2 squads, spread them out. Approach the building with one squad which draws the fire. Then use the second squad (volks) to bypass the arc of fire since the first squads draws the fire. Once you bypassed the arc of fire move to the house and throw a flame grenade. Also you surrendered too early. You had nearly 1000 mp on the bank and still a panther. One sturmpio squad could've repaired your base, while with another falls you could've capped another vp to stabilize your bleed then you could've concentrated on middle + your vp while harassing the enemy vp. You can also use your panther to crush shocks/ push them around. He had not a single con squad the entire game, so you had not worry about AT nades at all. Tanks could've crushed as much as they wanted. In: Replay Reviews |
Thread: Ost/Sov Halftrack Veterancy27 Oct 2015, 06:48 AM
You know that I get triggered when people tripple post instead of editing their post? Relic said some time ago on stream that they want to check all veterancy abilities on every squad, but knowing relic and how they treated warspoils I don't believe that. In: COH2 Gameplay |
Thread: Remove Allied Grenade tech costs27 Oct 2015, 06:17 AM
Or how about we add tech costs for at least grenadier lmgs, volks shrecks ( MAYBE), instead? So there is at least a thought process behind them like teching molotovs, grenades, BARs rather than the brainless upgrades they actually are? Due weapon racks, the individual firepower each brit & usf squad can get is higher than the individual firepower each axis squad can get. Add weapon racks to axis and you can give them tech costs. In: COH2 Balance |
Thread: FaHu searches for a competitive mate26 Oct 2015, 22:59 PM
Soon fahu on Or write guys on the Forum via pm. Or check the leaderboards and add people with appropriate skill level and a lot of games. In: Lobby |
Thread: Wild Idea To Change OKW Teching26 Oct 2015, 12:36 PM
Being forced to tech through all tech trees in order to get one tank out sounds horrible. Also schwere panzer HQ as the first building is stupidly frustrating for your opponent. Losing one truck results in a loss. You could effectively cripple the complete okw lategame by just destroying one truck. Moreover, you unlock all your tanks at the same moment, but that doesn't help you as you just will have fuel for one tank - which is also stupid. 12 min Centaur RIP OKW, 14 min KV8 RIP OKW. No Jp4 at that time just RIP In: COH2 Balance |
Thread: Axis incendiary grenades26 Oct 2015, 12:20 PM
As far as I understand (please somebody correct me when I say now total bullshit, because I'm not too sure about it): Before you had damage coming in this intervall: 0.5 sec 1 sec 1.5 sec 2 sec 2.5 sec. etc.. Now its like this: 1.25 sec 2.5 sec 3.75 sec 5 sec So instead of 5 dot ticks you will have 2 dot ticks after 2.5 seconds. That's a severe damage nerf ~60 %. Radius really doesn't matter that much once you micro your units out of the flames. In: COH2 Balance |
Thread: Axis incendiary grenades26 Oct 2015, 01:01 AM
Flame dots get nerfed, so keep your pitchforks down guys In: COH2 Balance |
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Latest replays uploaded by AchtAchter
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Crazy game vs BPX clan, both teams less than 10 vpsby: AchtAchter map: Ettlebruck Station12-2,290
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