Guys, can we please keep this thread as a thread about strategy for allied players. Take the balance discussions to the balance forum please. (This is the gameplay forum)
Lets keep the ball rolling guys! What are your strategies for allies in COH2?
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Thread: Strategy as allies9 Mar 2015, 23:03 PM
In: COH2 Gameplay |
Thread: Strategy as allies9 Mar 2015, 22:44 PM
Well, this thread has no USF strats yet, so i'll toss in one I have been messing with a lot recently. This is a mechanized company build that has worked very well in 2vs2. Last Edited 3/09/2015 @ 4:41 PM PST The idea of this build is to take advantage of the refit option in mechanized, and use it to keep constant pressure on your enemies. This build is most effective against double OKW, but has merits vs. mixed ostheer and double ostheer. Early Game: Rifle Rifle WC-51 Rifle The idea of the early game start is to take advantage of your mobility to overwhelm your enemy, and use the WC-51's mobility on large maps to flank and cut off the enemy. If you see volks in green cover, use 2 rifles to engage from range, while your WC51 flanks to the side and drops off your third squad to deal heavy damage to the flanked position. The WC51 hardcounters the kubelwagon and gives very good supplemental damage vs. sturmpioneers. Remember that it doesn't have very good armor or HP, so you must always be paying attention to it. If you find a lul in the action, take your WC-51 deep and try to find your opponents truck building. If you destroy it, you will have more or less won the game. Mid game: LT M20 (if large map) AA HT BARS Major Next, you must take advantage of your early game fuel presence to push even deeper into enemy territory and secure your rear. Refit your Jeep as soon as you either see a raketen or as soon as your LT comes out. On maps such as Vaux Farmland and Minsk Pocket, build and use an M20 (without skirts, they will be a waste of money) to lay 1-2 AT mines on roads and flanking positions. As soon as you are done with the mines, replace the M20 crew with your RE squad, and refit the M20 to return your MP and fuel. Rush out the AA HT, and use it to supplement your riflemen as an effective field force. Move your riflemen out in front of your AA HT and push back the enemy with the combination of suppression from the HT and CQC damage from your rifle squads. Upgrade bars after your AA HT, and equip your rifle squads with one each, then 2 each (don't forget your LT). Build a Major. Build Fuel caches as soon as you start floating MP from taking reduced losses. Late Game: Sherman Sherman Jackson Sherman Sherman ... Typically, your late game will depend on what you prefer as your USF lategame armor composition. I prefer a sherman-heavy build with 1 jackson as support. Use the AA HT until you are about 40 fuel away from a sherman. Replace the crew inside with an RE squad, and refit it. As soon as the sherman enters the battlefield, replace the sherman crew with your AA HT crew. Use the HE rounds on the sherman to support your infantry as they push into enemy territory. Late game should rely on your armor to win battles and wipe as many squads as possible while your Jackson punishes the tiger that will come out at 11CP. You should have at least 1 sherman + 1 Jackson by the time the Tiger arrives. Use AP round shermans and flank the tiger if he overextends. Try baiting him over your defensive mines if you have any. Remember, if you lose your jackson when you don't have enough fuel for another, use withdraw and refit on your most damaged sherman (with your worst crew) to quickly fund the production of another jackson. Crew the new jackson with you best sherman crew so that you have access to AP rounds. Crews are important, if you have a highly vetted sherman crippled during an assault, get the crew out and get them away from the frontlines so that they can boost the vet of one of your other vehicles. Finish the crippled vehicle with your jackson, or just secure it and bring the crew back up after winning the battle. One last tip, if you find yourself floating fuel late game, consider teching to a captain to use the supervise function in order to pump out as many tanks as you can. You may find it useful to take him into combat and get him to lose most of his models so that he doesnt become a drain on your popcap. Doctrine: The strategy I have outlined makes use of the first two abilities, and has the other 3 as supplemental options. Use the recon overflight to sscout out enemy positions prior to your main push. Use the mechanized arty + 2-3 rounds from a sherman to destroy the OKW base buildings. The M3 halftrack can be useful for the ass-engie mines and demos. Remember that getting the M3 is going to slow down your teching and your building of fuel caches. If you decide to get one, you may want to refit it quickly after 1-2 pushs with it as a soft retreat point. I would recommend getting it late game, disembarking the ass engies, and refitting it immediatly. It won't be efficient, but it may be life saving. Support The best support for this doctrine would be a soviet player who goes for a con heavy start into t2+t3 and a t34 into callins. The T34 will be useful in supplementing your own armor (and ram will punish any overextended panthers/tigers), as well as keeping the pressure on the enemy. In: COH2 Gameplay |
Thread: Should PTRS be stronger?6 Mar 2015, 21:25 PM
I believe that the PTRS needs its ranged increased to 45 (or whatever 10 more than hand held rocket AT is) and a penetration buff to 100 at ALL ranges. It would also have a lower ROF at close range to emphasize its strength while also giving light vehicles a chance to counter by getting close. This way, the PTRS is defined as a defensive support AT that does its DPS at long range, as an addition to the damage being met out by your zis gun/ SU85. This way button is useful in giving your guards a little more time to deal damage while still staying the same as it is now. Remember that with its ready aim time of 2.0, it takes a long time to set up and start shooting, so the PTRS is a threat the longer you stay in range, just as it was in real life. An optional second idea would be to give the PTRS the same range as it has now, but give it a chance to inflict sight block and turret damage (slower turret traversal) crits. In: COH2 Gameplay |
Thread: Damn this balance6 Mar 2015, 03:35 AM
Obviously you didn't read my meticulously written post on all the abilities in this, so let me try this again. You can use the tacmap to see what unit is being shown on you map. merely put your cursor over the unit in question and a tooltip will popup to explain what unit is being shown. Don't use crit repair in combat. Use it on a tank that has heavy engine damage after a battle, so that you can pull it back to get real repairs. There is no reason for your tank to be alone, asking to be hit by enemy armor. There are these units called volksgrenadiers which will be able to deal with just about any enemy armor that shows up. HEAT shells give you more penetration AND more range. Range is undeniably a good increase for any tank, especially when most people who play nothing but OKW seem to show how great the jackson is because of its range advantage over axis armor. The panzer commander increases your tanks vision marginally, and more importantly, it lets you one shot field artillery. It is not hard at all to sneak into an enemy base with a tank if you use radio intercept when the enemy is looking the other way. Not to mention, that you can use the kubel/sturmpioneers to sweep for mines ahead of you. This works on just about any 2v2 map with the possible exception of minsk pocket and semoisky. The p4s are 100 fuel less than a KT (assuming you haven't built your last tier yet), and have FAR greater AI firepower than a panther would. Not to mention that a jackson that shoots your P4s (which should be behind your supported armor) means that your panther/jp4 has free reign on the jackson. The jackson requires 3 penning hits to kill a p4 (and it has a chance to bounce) while a panther/jp4 only requires 3 hits to kill the jackson. Both the panther and the jp4 have a faster ROF than a jackson. Great way to shrug off my comments on the t34/76. "people will just go t3..." That is claiming that t4 will never be built and offers no advantages over t3, since no one ever builds the katyusha which is one of your favorite soviet units. Your point about the command panther is true, however, that doctrine fulfills a different niche. Spec ops is for infantry heavy play, Elite armor is for armor micro heavy play. Also, this is a question to the mods. Should we move all this balance discussion to another thread, or is this fine? In: COH2 Balance |
Thread: Damn this balance6 Mar 2015, 02:59 AM
It sounds like you are trying to call me a liar. Is that what you are implying? I use elite armor all the time, you can ask my 2v2 AT partner. Radio Intercept: A bit on the expensive side at 50 mu, but the information it gives you is invaluable when planning a large scale assault/ flank. It is a slightly cheaper and worse version of the partisan spy network, that shows all enemy armored units on the minimap. If you want to see what unit each symbol pertains to, use the tacmap. In noway is this worse than the soviet ability. The soviet ability only works for your conscripts and CE squads, and only shows arrmor on the minimap that is 1 extra sight range away. Crit Repair: A very niche ability, but it can be a lifesaver if you use armor aggressivly to scout (ie. luchs at vet 1). If you hit a mine, find a place to hide and crit repair. It is a bit expensive, but worth it if you can save your armor. Not very good otherwise. HEAT shells: One of my favorite abilities out of all the commanders. What these do is increase range and penetration on all main cannon shells fired by the vehicle this is activated on. This is especially useful to help the puma scale into the later game and to let the panther/ jagdpanzer 4 solo all enemy armor including the IS2. Panzer Commander: A 30 mu upgrade that gives you a panzer commander instead of a pintle mg. The commander increases your vehicles sight range (useful on panther) and gives you access to an offmap artillery barrage callable from your tank. The barrage is 120 mu, and is a slighty weaker version of the US Time on Target barrage. It takes a long time to callin, so use it vs. Defensive positions and enemy on-map artillery. This strike oneshots a b4/ ml-20. P4-battlegroup: Not one of my favorite abilities, the p4s come late and have trouble with t34s, however, the ability to upgrade armored skirts i quite useful, and, more importantly, with heat rounds, the P4s can fight heavier enemy armor quite well. Most importantly, the P4s vet exceedingly fast, and at vet5 become absolute beasts. Use these to support your panther/KT later in the match or to hardcounter enemy infantry spam. Make sure to support with other AT if you need to engage larger armor. Don't fall into the trap of rushing these, they are not baseline armor. They are support armor. In regards to your statement that people don't make shit units, Soviets have to pick between t3 or t4. t4 gives you access to defensive units like the su85 which are weak when flanked. T34/76 would fill the hole in your tech choice, while not giving you a unit that is flat out better than your choice in the other tier building. I can honestly see no reason why you would say that t34/76 would never be see again.
If you don't like the p4s, don't use them. Build a panther, upgrade a panzer commander, and use all the abilities provided to you by the commander for maximum effect. In fact, I find elite armor to be the best counter to B4. Panzer commander artillery, while slow to hit, only costs 120 mu and one shots ANY artillery piece. In: COH2 Balance |
Thread: Damn this balance5 Mar 2015, 19:47 PM
Nobody would ever use doctrines that call in the T34/76 ever again. People don't use elite armored for a reason. The t34/76 would still be a choice though. You could build it for 310 mp 100 fuel, but wouldn't have to pay tech costs. This would give you a viable target if you decide to go for doctrinal armor, giving you a cheap, spammable medium tank to supplement t4 builds, that will not scale into late game at all. IMO, this should be the way doctrinal armor works. It shouldn't be a straight upgrade over existing units, it should give you access to a unit to supplement you forces (ISU), or give you access to a weaker, but viable replacement to your basic units (t34/76). Also, talking about elite armored, the reason we don't see it used as often is due to the fact that most of OKW's doctrines provide players with game changers like Pak43s and Jagdtigers. Elite armored is not currently one of the best doctrines because it doesnt bring anything new to the battle, it just increases the micro tax on armor, making them more powerful (This is my favorite doctrine for that reason). If the pz4 battlegroup was a choice for ostheer, I can assure you that it would be used more often. In: COH2 Balance |
Thread: Damn this balance5 Mar 2015, 10:04 AM
I'm seeing a lot of people saying that 85s wouldn't work nondoctrially because of their stats (25% more HP is the main problem with them). I don't see why the t34/85 couldn't replace the t34/76 if the 85 had the same HP pool as non-doc mediums and the same armor as a t34/76. If this were the case, it would enter the battlefield with a higher AT power than the P4, with less AI (no mg), less scaling, (no skirts), and less armor. This would give soviets a nondoctrinal medium that they can use all game, while only slightly changing the matchup between ostheer t3 and soviet t3. If you just look at their stats, the main things that give t34/85s teeth is their HP pool and their access to mark vehicle (which is only available in 3 doctrines). This seems to me the best idea to base the rework of callins on. Maybe couple this with a rework of the Stug g into a medium TD (weaker than JP4 and SU85, stronger than su76). The t34/85 would be swapped in all doctrines with t34/76s, so that the doctrines have a stopgap, cheap tank to fulfill a "meatshield" role in the soviet army. In: COH2 Balance |
Thread: Remember when5 Mar 2015, 09:51 AM
Pepperidge farm remembers. In: COH2 Gameplay |
Thread: How fight IS2 and ISU without tiger or elephant?4 Mar 2015, 21:58 PM
If you are fighting an ISU152, remember that he has t choose between using AP or HE shells. Attack with your grens, followed by p4s and paks and sweeper Pios, and force him to choose between your armor and your infantry. If he chooses to target your armor, use the paks to set up a base of fire while you push up your grens / pshreck squad, and force him to move (he cant fire on the move). Use blitz on your armor to flank. If he targets your infantry, pull back your infantry (except pios and paks) and flank with your p4s. IS2 is quite a bit harder. The best way to counter non-doctrinaly is to go panther, but this is not always feasible in a 1v1. Rely on tellers + 2-3 paks to damage the IS2, and don't commit your armor unless your enemy has overextended the IS2. Use a 221 or sniper to spot for your paks if you have the spare MP. Remember, Target weak-point works now, so don't be afraid to use it to punish his armor. |
Thread: Ostruppen Doctrine in 2v2s4 Mar 2015, 21:51 PM
This is a great doctrine that I love, especially if paired with an okw player who can get pak43s and mg34s, which you can recrew for cheap. I like to get 2 ost, 1 mg42, 1 ost, 1 mg42, then tech for pak40 -> t4 panther. Ostruppen are all about slowing down the enemy, so I like to put them ahead of my mgs, and put bunkers behind them to reinforce from and support with suppression. Spamming weapon teams in trenches is one of the best ways to use this doctrine, at least for me. |
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