Thread: Bofors10 May 2016, 20:42 PM
Also, you can't just ignore it because if a mortar pit goes in behind it, it will just feed it's self all the way up to vet 3 and then it's a serious problem. |
Thread: Bofors10 May 2016, 19:47 PM
Maybe that BO is the problem.
Sturm, sturm, kubel, volks, volks, medic, ISG, ISG, ISG, racketen, Flak, panther. Most of the time. Sometimes I like to get 2 p4s and then a command panther. |
Thread: Bofors10 May 2016, 17:59 PM
One has to wonder what you're doing during this time period where your Brit opponent saves up roughly 700MP and 30FU and then plops it all down on one spot.
I learned a long time ago (back in my vCoH days) that a defensive, emplacement-based playstyle is inherently flawed due to the simple fact that emplacements don't move. If you can't move then you can't avoid artillery, and brace isn't enough to survive it because the enemy can just force you into a brace and then bring the real bombardment in once its on cooldown. There's also the fact that emplacements have terrible map control.
Even if you can't take out a Brit hardpoint (which isn't something I'm going into detail on here; already done in a prior post), you can just go around it. I do it all the time when I'm playing against OH or Brits and the first thing they do is rush a machine gun into a building near mid. It's fine if they want the building. I'll just go off and take the map while their MG sits around having a smoke all alone. Its the same principle with a heavily dug-in position.
So they have a BOFORs and a mortar pit side-by-side on some point? Can't push it off? Let them have their little dugout. Take your 700MP and go cap the rest of the map with your extra two/three units or build three fuel caches or something. Now you have map control or you have the VP or fuel or munitions advantage and next thing you know you've got a PzIV or two and the enemy is just now getting a fourth tommy because wtf he just dropped 700MP on a single point.
He somehow managed to hold both fuels with his BOFORs? No problem, munitions counters fuel. Mines everywhere, AT guns, weapon upgrades, panzershrecks, and he'll have a hard time pushing out anywhere when half of his pop cap is stuck at one spot. Drain his MP and bombard him from afar until you've got the resources to push him off his spot, or even just drive past it and blow up his base.
Personally, I go for the AEC every time as Brits. Because as nice as a BOFORs is it isn't going to save my tommies when a Luchs or a 222 is slaughtering them and their shit-tier PIATs on the other side of the map.
Going around it gives the brits guaranteed income and make them impervious to cut offs and fuel harassment.
I have had games where I've had almost the entire map on 2v2 and an mg forces a retreat on the one side by the time I respond to it there is a bofors being built, then a mortar pit that usually stratles 2 vps making taking those vps a constaint MP bleed. then it just creeps from there. a few more mortar pits and a few more bofors with at guns lined up and a forward retreat point for enforcing the sappers.
My partner and I are very agressive. He is OH with Ass grens and I use 2 sturm pios agressively, while 2 kubels cap points.
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Thread: Bofors9 May 2016, 22:24 PM
Bulgakov, does a geologist not understand stone whilst dwelling in a home constructed of timber?
I've played long enough, (I'm sure you recall that emplacements both used to be worse, as well as useless) parsed the arguments both over time, and in this thread, seen and supported enough attacks as well as buttressed countless defenses upon emplacements to have a very holistic understanding of the scenario.
Surely you can agree that in any defensive scenario, emplacement or not, it is always harder to repel an assault that is coming in from multiple directions. Think of it this way, barring playing on say... Kholodny/Minsk-- maps with very constrictive natural choke points. If you cannot assault a Bofors from multiple directions, odds are, it's constructed in a rear position that isn't a significant threat in the first place. Why would one ever decide to human wave a hard point like that, when you don't have to? I do like your addition of smoke to provide a shot blocker though; however, I'm not sure it would work given the barrage ability, and besides, if I have indirect fire, I would rather pepper the position itself, or try and snipe repairing squads...
It's clear our disagreement runs deeper than the issue at hand, perhaps a dialectic divide in tactical approach, or something else. Unless you have something more to add I'm concerned this will simply denigrate into personal attacks, speaking about my own behaviour. So, I will otherwise take my leave.
Don't take your leave, I'm sure we can continue a reasonable conversation void of any ad hominems.
The powerlevel of the Bofors, and to a lesser extent, and AEC are higher than would be otherwise to repressent the either/or choice that has to be made in teching. Granted the sheer level of efficiency of the Bofors and the wehrmacht's overwhelming inability to deal with it prompts the question "why would you go AEC over Bofors?"
I made this post because the Bofors is either overpowered or my inability to deal with it is a L2P issue. I'm not a terrible player and I haven't seen a lot of solutions to this issue, so I'm assuming that this is a issue regarding the Bofors as being over powered.
The synergy between the mortar pit/Bofors is extremely hard to deal with. I have found a few solutions that sometimes make it easier to deal with, but the fact remaines that the Bofors efficiency is absolutely amazing, more so then any other unit in it's class for it's price. (Ie. Regarding denial of area, Bofors > 37 Flak/Axis mg nest/American Mg nest)
For example, as I have previously tested out, any axis light vehicle does not have the ability to survive trying to back out of the firing range once the first shot is fired. This is due to the range being a bit larger than the sight.
After some more testing I have found that, the Bofors has a minimium range (in the cheat mod, not necessarily in the real game). I haven't tried it out yet but popping a smoke in front of it would allow you to run troops (not vehicles) right up to it, survive and take it out safely. The Bofors is surprizingly fragile to small arms fire. The minimum range is about a CM and a half on the screen, so far any unit outside of the ring will get shot and not nessecarily the other units.
I have also found heavy artillery works wonders.
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Thread: Bofors9 May 2016, 17:18 PM
I was just testing it out in cheat mod, if a scout car or half track reverses immediately as the first shot it taken, they will not be able to move away fast enough to survive. |
Thread: Bofors9 May 2016, 17:00 PM
Hello Smiling Tiger,
Have you read all the posts following yours? It's been tested that a Flak HQ is more effective than a bofors at killing medium tanks. It costs 0 population. It can be used offensively or defensively to prevent cutoff points that are difficult to displace. It is a part of tech cost and that's why it's considered free just like how a captain or LT or major is "free". Please take away my major and give me a Flak HQ instead and i'll be very grateful.
For all other players whining and crying from Counter battery of cancer regiment, please kindly refer to balance preview mod on April 27th. Counter battery is now 30 second ability costing munitions. This should shut down arguments with counter battery.
Well said. But your still discounting the the Bofors rate of fire and, I will agree that the Flak truck damaging tanks is a definate advantage.
The major difference between the two is the time to hit the field, the cost and the effectivness.
When I play OKW I usually don't use my flak truck agressively because losing it 9/10 times loses me the game, so I place it on my cut off. Also, the flak truck costs 300/140 and is your tier4 building. The Bofors on the other hand can hit the field at 5 minutes.
Regarding effectiveness, I've never seen a flak truck wipe out a squad as it walks into it's line of sight, I consistently lose my scout cars from just crossing into the Bofors line of fire. Seriously, it kills light vehicles before they can even reverse, sometimes squads before they can retreat and god forbid you ever have to retreat through a bofors line of fire. We all understand that wiping squads out is one of the fastest way to get ahead in the game and the efficency in which the bofors wipes squads/light vehicles is amazing (for lack of a better word).
If my flak truck was my t1 building, only costed 50 feul and immediately ripped apart anything walking into it's sight, I would be willing to compare the two. |
Thread: Bofors8 May 2016, 18:02 PM
I don't know how the comparison between the OKW flak truck and the Bofors is coming up. If you get caught building a Bofors, I’m pretty sure you don’t lose your entire resource investment. When you lose a Bofors you don’t lose your t4 and all your medium tanks. You can’t build more then one Flak Truck. And the synergy between the Bofors and the other brit units is much greater than the Flak truck and it’s units. |
Thread: Bofors7 May 2016, 19:33 PM
You can excuse me for interpreting the remark "You cannot do x" as a statement of impossibility...
Haven't played OKW-- Haven't played CoH2-- at a level that could be considered competitive since November of last year, but this is not about my ability to execute a tactic. It would not be a very good solution if only a few people could execute it effectively. Your post illustrates "feasibly" in your words, a way that one would approach such a scenario, disregarding the teleological outcome. That's my point, attacking a Bofors emplacement requires one to come at it in multiple directions. In order to both take advantage of the emplacements blindside, and cause any supporting forces to shift, so they cannot concentrate their fire. It is the most efficient means of assault, even if that level of efficiency is effectively rather low. Consider the alternative-- running head long into it and inflicting approximately the square root of naught against your opponent at grave losses of your own.
Even if Bulgakov is being hyperbolic with his absolute word choice, there is still an issue with the power level of this unit if the only way to kill it is a fantastically executed multidirectional attack that will still lose you more in resources than the cost of the Bofors. They way in which he is describing it is generally how the situation plays out.
It’s not that the “level of efficiency is effectively rather low” it’s “every time you try to take this Bofors out it’s going to cost me drastically more resources than the cost of the Bofors.” Hell, most of the time walking into the Bofors sight for the first time will cost a Grenadier, Volks, or scout car. There is really no reason not to choose the Bofors, comparatively the AEC is nowhere near the power level and a teller with kill a full health unit most of the time.
Please post a replay of your “a fantastically executed multidirectional attack’s” success. Because, if it’s a L2P issue you should be able to easily put us in our place with a quick replay, but if that’s not the case, then we are dealing with a unit in the game that is drastically more efficient in it’s role than any other unit in the game.
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Thread: Bofors7 May 2016, 15:55 PM
Lost another two in 2v2. Once the bofors was up in the first game, I made 3 ISGs and started hammering it, until he put up 3 mortars on the minsk pocket slightly in front of the bofors and my MP bleed started. Couldn't capture anything with out bleeding MP. Once their was a bofors on 2 of the VPs there was nothing that could be done.
Bofors penetrate both okw P4s andPanther frontal armour.
The second game was more of the same. They made a line of emplacements arcoss the map. Once they are dug in with everything, trying to get it out is damn near impossible.
You get caught in a postition where they get map control and it's held by completely static emplacments. Emplacments that they have to spend a great deal of resources to deal with even tho your getting less resources then them. and then the tanks start to come.
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Quick 2v2 OH tips
1. At 7 min get a pak, 2 paks if you want to go panthers instead of p4s. Pak is hads down the best antitank gun in the game.
2. Scout cars almost always do more damage than they cost. I like using them in pairs agaonst light vehicles or to kill a snared aec or t70 (hit rear armour)
3. Grens are beast with thier mg42s
4. Respond to blobs with a pair of mortars
5. Plant both s and teller mines |