Don't use Lt light vehicle if you can, USF T1 light vehicle play is a dead horse atm imo. Only exception is on crossroad since the map has 1 more strategic point.
Dual HMG.5 is a better investment and rush for the sherman. Reco commander gives you a nice M8 if you really need an urgent light vehicle to counter something.
And a mortar squad should be enough to counter static players.
Also what is your build order?
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Thread: Lieutenant builds for USF30 Sep 2018, 09:41 AM
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Thread: Feedback for Commander Revamppatch30 Sep 2018, 09:35 AM
So you don't want the brit to get it. In: Lobby |
Thread: Looking at USF28 Sep 2018, 20:10 PM
Best way to resolve USF teching issue and gameplay is making all tiers mandatory with an adjusted cost. In: COH2 Balance |
Thread: Opel Blitz- why?26 Sep 2018, 10:20 AM
You might eventually get flanked through the center yes, but concentrated defenses will hold out longer than spread out defenses would. And the truck would ensure that for a petty investment you get to keep most of your resource income while duking it out on the flanks, unlike normal cut-off situations where you still defend the resource points on the flanks with whatever is left while not getting any actual resource gains while you're doing it. Let's say Lunvest would have his HMG covering from the center and not lost at the far left VP, he would have keep his cutoff. I don't know what you want to prove here on 1vs1. The frontline on 1vs1 is always moving, you get always your fuel decapped and you always do the same to your opponent. The truck is valuable to increase your income for sure, anything else is a waste of money, time and micro since soon or later your fuel point Will be decap. In: Lobby |
Thread: Feedback for Commander Revamppatch26 Sep 2018, 06:43 AM
You haven't play Coh1 to say that. Imo this ability is just something that shouldn't been design first hand as stupid it is and completely going against the game generic rules. In: Lobby |
Thread: Panzer Tactician too strong, prove me wrong.25 Sep 2018, 15:12 PM
On topic… Smoke and Blitz click the link to see the action. In: COH2 Balance |
Thread: Opel Blitz- why?25 Sep 2018, 15:06 PM
If you keep your flank, you'll get flanked from the center. It is much easier to control the center and move on each flank when necessary. In: Lobby |
Thread: Opel Blitz- why?25 Sep 2018, 14:09 PM
I'm sorry but do you play 1vs1? frontline isn't static at all on 1vs1, cutting off means also decaping soon enough any other points. There is the concept of side capping meaning while your fight somewhere you have other squad capping at the other side of the map, and not necessarily the cutoff and your truck isn´t going to change that. Cutoff is just an entry point on 1vs1 because it provides 0 Manpower and reduce 0 popcap points to your opponent. Once the cutoff is capped the objective is to cap your opponent fuel and munition thus rending your strategy of hiding a truck ineffective. In: Lobby |
Thread: Opel Blitz- why?25 Sep 2018, 11:57 AM
The commander is mew on 1vs1, there is a tiger but that's most of it. In: Lobby |
Thread: Your Map veto and Commander primary selection (1vs1 only)25 Sep 2018, 09:14 AM
Explain why you veto those maps and what commander is your preferred choice. (per faction). If you want to talk about 2vs2, please open a similar topic about it, just to keep it clean and understandable for everyone. This is just out of curiousity accross faction board. Nothing to be clamed OP or UP. ---------- As USF Kholodny Ferma summer Kholodny Ferma winter Lost Glider Arnhem Checkpoint I recently decided to veto both Kholodny ferma after seeing that almost half my lose as USF are on those 2 maps, vs OKW. Last week I was like Rank60 and get 4 times in a raw on Khol left side, 5 defeats releguating me Rank150, then veto them and get back to my actual Rank. Before my vetos were for Semoisky Winter and Westwall. (This change is the reason behind this topic.) I usually go 2xRE+2xRM then Lt start and I can't make it works on this map especially left side. The cutoff is too accesible and easy to defend with volks sandbags. Lost Glider is about the same issue with cutoff and concret house guarding it, I really hate this map. Arnhem Checkpoint is from an old decision that comes before the bonus damage vs garrison for the mortar. Myabe today it wouldn´t be so bad but I didn't bother yet to do a try. My preferred commander is reco, I became quite good with the cluster bomb timing and barely never miss to hit hard my targets. The M8 is really situational as sometime it becomes available 2 or 3 minutes before the Sherman but sometime it is interesting to call it after the Sherman just to guard your flank, the unit become a murduring machine really fast. I drop every game an atgun and para which go well with the 2xRE - 2xRM start. I use to play a lot with the IRpathfinder but lately much less. it is more situational, like on Crossroad where you can snicky arty strike the central house if there is an HMG inside and ensure a wipe at cost of 140 munition. The global idea behind IR&P is that in my mind, wipe a support weapon early on during the game. Mid game vs OKW I can also call one to secure its T3 rush and destruction, with a Sherman. In: COH2 Gameplay |
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