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Thread: Star Wars Mod for COH2.18 Dec 2014, 12:32 PM
If you guys want good star wars mods, there is always Sins of a Solar Empire, there are many great star wars space battle mods. Empire at War has also gotten some mods that have fixed many of the broken mechanics and added new timelines. In: Lobby |
Thread: KV-8 Post-WFA16 Dec 2014, 13:36 PM
In terms of tips on how to use the kv8, I find that it works well if you barage the blob with a katyusha to cause them to move around, them move the kv-8 up to start toasting germans. It is also effective in an ambush, as it can fire from around a hedge to melt germans. The hard part is getting it close enough to do damage, but once you get it close, it does its job well. I am pretty sad that this expensive anti-infantry specialist can't assault blobs well. :{ In: COH2 Balance |
Thread: Fantasy Faction XII: Light AFV15 Dec 2014, 19:25 PM
I voted t70 because its a light vehicle that can do damage and complements our current t3 quite wel. The reason I picked it over a luchs is because the y70 comes much earlier, and is capable of engaing slightly heavier armor, while retaining its anti-infantry. In: COH2 Gameplay |
Thread: Help vs USF ,,,this is just ridiculous15 Dec 2014, 02:50 AM
I've been having pretty good luck vs, USF by going heavy mechanized to make up for the weaknesses of grens. Grens will lose 1v1 vs. Rifles in equal cover most of the time. The trick as ostheer is to focus on one fuel/ VP sector of the map, and try to hold a munition point as well. The MG42 is an invaluble tool early game, but you need to set it up intelligently and support it with grenadiers. I find that sending your pio squad out to harass works well, as it forces the USF plyer to send forces to recap and oush away the pio, which makes it easier t hold on to your side of the map. Once I get to t2, I build A scoutcar if vs. USF, and upgrade it with an autoannon. Remember that the scout car will win at range while its front armor is facicng the M20, so never get too close. Even if you are winning, getting close allows him to pop out of his M20 and hit you with a bazooka. After my scout car, I get a mechanized grenadier group out from my commander (german mechanized) and start to use my mechanized forces to harass the enemies side of the map. What do I mean by this? Drive the mechanized grenadiers to the enemy cutoff, decap it, then move to fuel, cap, keep hitting his important positions, forcing him to keep units on the move. remeber to kite your 220 if attacked by rifles, as a rifle grenade can be annoying to fix. A gren in 220 wil alwas beat a rifle squad, and can effectivly deal with two. A fuel cache is a good investment at this point, but I have nt yet found a good time to build it. At the 10 minute mark in the game, I will try to get a pak40 out, and tech to t3, and save for a pz4. THe panzer 4 is great vs shermans and m8 scotts, and only needs to worry about the jackson non-doctrinally. Remember, if he gets a jackson, your infantry will be able to walk all over his, unless he is using the rifleman lmg HTD in combat exploit, in which case have fun running him over. Swap out the lmg grenaiers in your 220 with a spare pio squad, and continue to harass. If you are on an urban map, upgrade a flamer. If the game persists to the ultra late game, after you get 2 p4s, or 1 p4 and 1 command tank, tech to t4 and get a panther. This should seal the deal. If your opponent is going heavy infantry, a brumbar or even an extra pz4 will suffice. |
Thread: OKW, the root of most balance issues?12 Dec 2014, 21:18 PM
120 may be a bit much. I would think 100 would be a fair price. to make it an even more interesting unit, maybe make the unit come with the lmg, but require munitions to build! ( In this Case, the muni cost would be like 90). In: COH2 Balance |
Thread: Fantasy Faction XI: Tank Destroyer12 Dec 2014, 10:41 AM
I went for the jagdpanzer 4, because it is very effective and will come at a very early point in the game. In terms of its effectiveness, it has a small target size, making it harder for return fire to strike it. It has (relatively) high armor, allowing it to deflect lots of incoming shots. At vet 2, it has permanent su85 vision, as well as the speed to chase down any fleeing tank. All in all, the jagdpanzer 4 is a shoe in, at least for me. In: COH2 Gameplay |
Thread: Suggestions against USF (replay included)10 Dec 2014, 09:24 AM
Pgrens are supporting infantry, non-upgraded squads shine at mid range. This means that you shouldn't be closing the distance with them, pgrens are mainly flanking squads when used on the offense. Pgrens only have 4 models, so don't expect them to survive a lot of damage. If you are using 2 mg42s, a pgren squad can be great to keep in cover nearby to discourage enemy assaults. A conscript hoorah -> molotoving an mg42 can be cut down in moments by a pgren squad. Upgraded prens are similarly also cover squads, except that they are almost useless on assaults. keep them on the flank of a pak40 to punish enemy armor that tries to circle strafe. The main thing about pgrens is that you don't want them to be shot at. Minimize the risk to them by keeping them in cover. As a general rule, you never want to have more than 2 pgren squads as they are expensive to reinforce. usually 1 will suffice. |
Thread: Suggestions against USF (replay included)9 Dec 2014, 11:23 AM
Hello all, this is my first post to Coh2.org! Hi there, the USF vs. Ostheer matchup is a very interesting one that requires many different strategies from the regular OST/Sov matchup. In terms of the replay, I think that the biggest mistake that you made was deciding to holdout for the tiger. P4s are just as effective vs. infantry, and still deflect zookas with ease. P4s are about as heavy as you need to go vs. USF, and p4s supported by paks will win any engagement. In terms of his ooka ball, I believe that investing in gren lmgs more would have helped, and 2 mg42s would have worke even better ince you knew which direction he was going to come from. By investing in bazookas, the USF player greatly reduced his anti-inf firepower, and you should have relied on the superiority of your own infantry and support weapons to defeat him. |
Thread: Patch 08/12/149 Dec 2014, 01:46 AM
This is my favorite change Most of them appear to be the same with minor changes. I think that they were readdressed here because there was no actual balance notes on the ISU/ Jagd changes. In: COH2 Balance |
Thread: M36- badly underpowered?8 Dec 2014, 11:40 AM
To the players saying Jacksons should be used in trios for maximum effectiveness, I have a question as a noob USF player. If I need to invest that much into dedicated AT, how can I counter German infantry blobs - which, at least my ranking, blob their way happily around the map every single game. From what I understand, the 3 jackson idea is more for larger teamgames. In a 2vs2 or a 1vs1, 3 jackson is just asking to throw the game. I would recommend 1-2 Jacksons + 2 Shermans or 2 M8 scotts + 1 Sherman + 1 Jackson. I find that lategame it may be worth your money to buy a new m20 to lay mines, as a crippled panther means that your armor will have a much easier time taking advantage of their range. Noone expects an m20 lategame, so try to mine in areas that he will have no sight on you, and keep the m20 decrewed in base when its not being used (though you can use it to harass lone capping squads if you wish). 2 kiting shermans will munch any volks blob, regardless of unit numbers (within reason). In: COH2 Balance |
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