They give a 30% boost to both penetration and damage.
Are you sure there is no range increase? I swear I read it in a tooltip, and I could have sworn I noticed it increase my unit range, but hey, maybe I'm crazy.
Thread: OKW Elite Armor27 Nov 2014, 02:41 AM
Are you sure there is no range increase? I swear I read it in a tooltip, and I could have sworn I noticed it increase my unit range, but hey, maybe I'm crazy. In: OKW Strategies |
Thread: Fantasy Faction VIII: Light Vehicles26 Nov 2014, 12:13 PM
I feel like the AA halftrack (USA) is the best choice because of how early it enters the game. as it stands now, it will come out 60 fuel into the game, faster than a USF M20. That, I find to be a great deal. I wish i could choose multiple though. In: COH2 Gameplay |
Thread: OKW Elite Armor25 Nov 2014, 13:50 PM
This is a great 2v2 commander, my personal favorite, and here is why: 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. 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. HEAT shells: One of my favorite abilities out of all the commanders. What these do is increase range, damage, 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: OKW Strategies |
Thread: Should I insta-drop against Soviet SNiper spam players?25 Nov 2014, 01:10 AM
I find that the best thing to do once you have established that your opponent is sniper spamming is to avoid the enemy ball like the dickens. The very nature of this strat requires the snipers to be balled up with an infantry squad screening. That is 800MP of units stuck together, which should allow you to avoid them quite simply. Avoiding engagements means that CPs wont increase, and if you can get a scout car before CP2, you can murder the snipers without worrying about guards. Don't buy an mg, and don't buy pgrens, they will just be a drain t your MP. A mortar halftrack works well as well. An incendiary round will BBQ the snipers. |
Thread: 2v2okw vs double soviets24 Nov 2014, 02:17 AM
What the hell happened to zeroing artillery? I used it yesterday and its pure crap compared to previous patch wtf XD yeah, I think that it got bugged in relic's famous patch-forge. That, or they decided that it should only fire one shell at each target every 5 seconds. Either way, if they want to keep zeroing as "powerful" as it is now, they should just reduce the cost to 150-200 mu range. At 200, it may be expensive enough to have the ability to self spot with a stuka. :} In: OKW Strategies |
Thread: Mixed Axis vs Double Soviet Guidance Required20 Nov 2014, 08:52 AM
Usually, when me and my buddy are playing mixed axis vs. sovs, we like to each focus on different sectors of the map, then begin supporting each other mid to late. remember, as germans, you don't need to push all that hard. If you secure 1 fuel + 2 VPS, you are more or less set for the game until your late game advantages come into play. Now, into the strategies. Usually when you fight a good soviet team, they will go into two separate strats. I will here list most of the popular soviet strategies, and good ways to beat them. First an foremost on the list is the good ol' sniper spam + guards -> ISU/T34/85. The strength of this kind of gameplay is that it is hard to counter when because of the "combined arms" army you have. However, there are multiple solutions. -If you have ostruppen and are knowledgeable in their use, use them. Ostrupppen combined with 1-2 grens for DPS will easily defeat this strategy early on because of the fact that guards require long range damage, wich is countered by ostruppe nd grens, while the enemy snipers will either be forced to hit your ostruppen, which are cheaply reinforced, or close in to attack your grens, allowing your other units to attack them. -Use a luchs/ scoutcar/ puma to flank around the enemy position and hit the snipers when the enemy is least expecting it, make sure to keep a squad nearby to clear for mines. -On maps with lots of shotblockers, lure the snipers in and hit them with a riflenade from a hidden squad. Riflenades will instagib sniper squads. -The important thing is to kill his snipers (ending their vet) and getting out medium armor as soon as possible. A panther/ P4 will walk all over this strategy, and a panther will also hardcounter the ISU. A pak is also a good investment, but never more unless you have killed the snipers. Do not build pgrens vs. this build, they are just a manpower drain vs. snipers. Shocks + maxim spam into IS2 is another problematic strategy for many players. shocks can do lots of damage to german infantry, and are great at exploiting the germans weaknesses at close range. -Shocks rely on their ability to charge to do well. Getting an mg42 or 2 will greatly toughen a shocks' job, but remember to reposition when he pops a smoke grenade. Use s-mines to slow down advancing infantry, and create a killzone using mortars. The german mortar utterly destroys soviet team weapons, epecially since it is outright better in most cases than the soviet mortar. Finally, if you are having any trouble at all, or if your enemy is spamming hilariously large numbers of maxims, have your ally build a stuka to end the lives of those poor farmers. -In terms of doctrinal play, elite troops does well because it allows you to use stun-nades up close to slow down advancing shocks. A slow shock is a dead shock. Soviet teamweapons are also hardcountered by the Mortar halftrack, Just build a munition depot and spam those incindiary rounds away! -For the later game, medium tanks are not a must, but they definetly help vs. shocks due to the shocks' nonexistant AT capabilities. Use paks and panthers with maybe a tiger to crush the IS2 when it comes out. Soviet HM-120mm mortar spam is also an annoying strategy to deal with on some maps (trois ponts). -The best counter is the mortar halftrack or the stuka, use these units to hit the mortars, then pull back. Incindiary rounds make short work of his crews, and if you push after a failed enemy offensive, you can even steal one and turn it upon your enemies! If you have any specific questions or strategies you have trouble against, just ask! As a final reminder, remember to never build Obers/ other elite infantry when fighting sniper spam. YOu will never close to lmg range vs. a good player, and these units will only be a manpower drain on your army. (the exception being fallshimjaeger, which will murder snipers when spawned on a retreat path. In: COH2 Gameplay |
Thread: Ostruppen?20 Nov 2014, 08:26 AM
I absolutely love ostruppen, they shine the most in 2v2 games with an arranged partner to allow for a super durable defense. On maps like minsk pocket, an ostruppen defense supported by mg42s, pak43s, and the like is exceedingly difficult to defeat. Not to mention that MP bleed isnt too much of a problem when you can recrew anything with ostruppen. Really, I'm suprised more people don't put them in loadouts, they require proper planning but they are a great unit. |
Thread: Ask the Strategist!19 Nov 2014, 09:21 AM
I can't agree about Katy because MGs, Mortarts and med bunker can lock down area in the first 5mins. Katy arrives when the game is already over. SOVIETS: If you are talking about early game, just cap around him. As soviets, you should have a large infantry advantage, use it to cap the rest of the map. If you absolutely need the points he is sitting on, then use either a HM-120mm mortar or two, which harcounter this kind of spam (they come quite early) or get shocks and a regular mortar, relying on mortar smoke to push up your troopers. A blind MG is a worthless MG. Consider teching to T4 for the su85 and the katyusha, both are useful in countering static positions. Even an SU76 can shine when used well vs. fortifications. (SU76 not for the faint of heart) Finally, consider investing in snipers. Snipers counter team weapon spam like nobody's business, just ensure that you have ample micro and light AT to cover them. USA: USA also should have the ability to readily cap all around his defensive position. As an added bonus, your infantry will have the advantage vs. any enemy unit that attempts to stop your capping. If you absolutely need the points he is sitting on, consider going infantry company for the mortar HT if you have allies that can support your hefty investment. If not, go captain for a pack howitzer, and use the regular barrage/ WP barrage ahead of your pushes to whittle his numbers/ HP. Upgrade grenades on your riflemen, and use the smoke to push up onto his position using bounding fire (have one unit cover while one pushes up, then vice versa). Later on, you can get a priest, which will decimate his forces. Finally, you can rely on the M8 scott to crush his defensive position once you tech to T4, just remember that paks have the same range as the scott. In: Strategy Desk |
Thread: The Cheese Series - A competition 17 Nov 2014, 14:57 PM
Partisan Panic! Summary: Using polish allies, the forces of the glorious red army support the increasing hordes of partisans that harass the germans into nothingness. Game Modes Applicable: 2v2, requires a map with many buildings spread out over a large area (semoskiy). Build Order: Player 1 builds conscripts selects partisan tactics, watches the airwaves for enemy tech (do not worry if OKW goes T2), build T2 and get maxims to start fortifying area of focus. Start creating partisans everytime you need to flank an enemy (at nades and molotovs required). Soon, you should be able to tech to t3 -> t70 + t34/76 spam. Use partisan network to flank enemy armor and kill retreating low health vehicles with partisans. Player 2 builds T1 into penal battalion spam. As soon as OKW builds T1/puma/flacktrack, upgrade an important building to an FHQ. Most germans do not expect FHQs to be selected after the 5 minute mark, so you will have an ample amount of time to mess around. Use the FHQ as a springboard for Penal assaults, relying on the healing given in the FHQ to keep an omnipresent force on the frontlines. All mgs will be countered by the partisans. Tech to T4 -> katyusha + su85s. Notes: Even LMG partisans can solo most german infantry when near an FHQ, and there will be many partisans. Replays: Needed after hotfix. In: Strategy Desk |
Thread: Relic, please adjust Vet gain on the Stuka zu Fuss.15 Nov 2014, 01:23 AM
Hmm, Stuka definitely needs some vet changes, but if we move the incendiary strike to vet 1/2, I fell it may be OP. It may just be RNG for me, but I feel like the stuka fire barrage does a shitload more damage when it hits than an offmap incendiary strike. In: COH2 Balance |
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