A Japanese faction would play similarly to Italy, only Italy has better kit and more importantly industrious fascist friends to the north.
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They did Normandy, then market garden. Then they did all of eastern front, plus battle of the bulge.
What's left?
-pacific
-Italy!
-Africa
My theory? Coh3 will be multiplayer only (with PvE compstomps) with lots of different armies you can customize. I'm thinking ruskies, usa, commonwealth, Germany, Italy, Japan, etc. all with a persistent war.
I think that time period will be 1943-1945 as well |
A Japanese faction in current coh2 is not possible, end of.
A similar playstyle (outdated infantry, light vehicles, infiltration) would be an Italian Commander.
For both Axis factions, has Berseglsiri, tankettes, 140mm mortar, etc |
You don't come back as USF, just say GG and leave the match.
And I'm not even being negative or attributing that to balance or anything, the faction design is constantly having map control. |
Rush REs or Rifles into the key garrisons, try and hold on against the onslaught, and spam some hmgs of your own. Without incendiary a 50 cal in a garrison only narrowly loses to a MG42 in yellow/green cover
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I've used reserve army alot this patch cycle, and I would make a few suggestions to your build:
Go for penal opener (2-4) instead of cons early. The penals scale much better with their flamer and can be decisive as flankers lategame. The munitions you saved up may also let you oneshot (3 satchels) an OKW HQ if you manage to catch it out of position.
M5 is a nogo, because the munitions are better spent on rapid conscription and PPSHs, as well as flamers and satchels. Go T70 first.
Have a solid core of 2 SU76s for all your AT mid -> lategame. If you float, only then get SU85 up.
If you have AT partisans on the field, use them on hold fire to mine and scout for your squads. They are very cost effective as ambush AT, and have great vet.
Don't forget to merge your vet 0 free squads with your upgraded squads, to keep them on the field longer.
I can see penal opener working pretty well, maybe I'll try 2 penal to con opener (I like sandbags+oorah+high alpha damage). Flamers + PPSH should wreck everything up close
On the M5, I meant using it without AA upgrade to keep field presence and maybe slap Partysans in it to chase down light vehicles
Double Su-76 is super effective bargain AT/barrage, if on the back foot I'll use it
And Merge Kappa
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Pure gold right here, submeta just like Partysans and Armored Assault. And it's a stock commander! I'll lay it out:
Commander Principles
-Partysans counter Luchs/FHT/rocket arty, anything you want.
-PPSH Cons swarm and kill all (more on that later)
-Con repair is okay when you have hundreds of Conscripts (more on that later)
-Rapid Conscription gives you a F R E E S Q U A D for every model that's killed while the ability is active. This lets you create an army of Conscripts for simply 125 munis, who will recieve PPSHs and continue to Zerg and wipe the fascisti off of the map. You get rewarded for attacking, and the MP saved is used to sustain the Conscript Army.
-ML-20 is a okay arty piece, in 1 vs 1 it's not very practical but in 2 v 2 it goes well with a USF teammate or a UKF one who goes with a non-arty commander.
Build Order
Con
Con
Con
Con
Healing/Con
T2
Molo
AT Nade
(Optional Con)
T3
(Optional M5)
T4
(Reactive to enemy composition)
It's an extremely simple BO, but it's micro heavy and relies on the commander a lot.
Vs OKW:
Super conservative early game, just hug garrisons and try not to lose too many models. No need to fear their light vehicle rush, you have Partysans. Take it slow, build up an army of 4 to 5, nurture them, heal them...
Once Cons start to vet and you get mass quantities of them you can begin to push back from your conservative posture. Flank MG34s, hug cover, flank everything actually, put trip wire flares at the entrances of buildings to prevent infiltration, and try not to lay mines like your normally supposed to. Once 3 cp pops give PPSHs to all Cons while saving at least 50 muni at all times for at nades and oorah. Combined with rapid conscription PPSHs are more important than mines mines because you can bully every infantry in the game once you start snowballing in veterancy.
Once you unlock conscription, wait until your at full strength and launch attacks at the enemy map center from the flanks and middle while using the ability. Don't lose squads but be sure that at least 12 models die so you can get 2 free con squads, a fair trade for 125 munis. If you can lose 18 or 24 models...woah lol.
Generally you rinse and repeat, attacking from all directions with PPSH cons, using AT Partysans to back cap and as anti vehicle, and slowly teching up with engineers. Forget light vehicles-we're going fast T34/Su-85 to close the game.
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Alright guys listen up. Making it unable to be abandoned is IMPOSSIBLE.
It's a crew weapon like an AT gun, not an structure like the bofors. They can't just make it unable to be abondoned, because then it would become pretty invulnerable.
What that means is that all units treat it like an AT gun and aim at the infantry first. There are two issues with that. The first being that the weapon is invulnerable until the infaantry dies, making a weird invulnerabilty loop where neither the gun nor the infantry manning it can die. And even if they got around that then there's the fact that since the all the shells would be aimed at the infantry, they will scatter due to their small size, making it extremely hard to actually hit the gun and attack ground would also have trouble given the small size of the flak itself.
Making the flak into a structure would pretty much entail remaking the unit from the ground up, which is a lot of time and effort to waste that could take months and cause many bugs.
So give up on that ever happening. OPs buff is way more realistic.
Easy work around to this would making its members a special ebps, and making those models impervious to all forms of damage. Once weapon is destroyed they would retreat off map. (Or lose invincibility and promptly die.) |
USF at gun imo is too frail, weak, and muni dependent to effectively use outside of a scenario where you have the entire map, floating MP with a Sherman force and the enemy builds a heavy or something
Make price 320 and
Due to its frail nature make take aim a vet 0 ability, make vet 1 passive pen buff not as strong as the tungsten anmo |
Idk why different grenades can do different damage.
For balance rifle nade, soviet elite nade could do less, WFA could do more because they have no real nondoc anti garrison other than grenades and support guns |