LMAO if you actually think that USF and UKF have rocket arty.
These factions need commanders to even be competent against axis, so picking the LM commander for UKF and the Calliope commander for USF is guaranteed way to lose the game.
USF need MG so bad but due to their shitty teching they also need ATG. That way, the only viable choice for them is AIrborne commander. If you pick anything else, good luck rushing Calliope whilst not being able to hold a single fuel: gg.
urban assault and mechanized support are both (from what i can see) decent doctrines
the one and only doctrine that contains the land mattress is a decent option, you get elite infantry, a shitty mortar, and some other stuff to boot, UKF has strong armor by default so they are not hindered at all for using this doctrine
also sideteching for the US mg, lmao |
Stuart has better AT capabilities while T70 is more for recon/AI.
Having an alive stuart later on in the game can give you vision boost, anti-dive engine damage ability and decent enough AT. It won't wipe infantry as well as the T70 does, but it's far from being a bad unit
its not really bad, but the abilities on it are really situational IMO
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Simple solution: Play in a premade for good games.
Hard to organise games of 4 players but those games area infinitely better than queuing random.
I'm also a braindead random queuer. I think there needs to be at least 1 Soviet in the team because playing without any rocket arty in 4s is death. As allies: Always choose artillery counter because a game without arty counter is annoying and possibly also death. Unfortunately that restricts commander choices by a lot.
My other recommendation is always get MG. MGs are the easiest value multipliers especially in team games where you have more squads to suppress which unironically is why Axis are so strong especially on maps like Red Ball and White Ball. Even if the MG only suppress 1 squad, thats value. 2 squads is more value. 3 squads you've won the game. Its really easy to suppress 2+ squads if you're microing the MG squad.
the land mattress MLRS and calliope exist, even if doctrinal, the former is extensively underestimated with it's destructive (and extremely widespread) area, and the latter is a good infantry killer
For the allies, machine gun starts are not exactly the best idea - vs wehr you will be hit by mortars pretty much immediately, vs okw you will have value, but one flank and your MG has to retreat.
sometimes an infantry squad is simply a better tactical asset at the start of the game. Of course, for the axis, you definitely should get at least one MG, often times several, they are basically stronger for the same cost as the allied MGs are
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You never want to do that as allies your should always spread the field and contest both fuels. as axis is much better fortifying postions than allies and when you group together your just making a hay day for the inevitable werfer stuka lefh spam. because your all blobbed together.
didn't read what i wrote properly
you cap the initial fuel and play normally, otherwise you will be without a fuel AND still get hit by indirects. its more reliable to overwhelm players with more forces than to coinflip the 2v2 on both fuel points |
you have lost squads from essentially the very beginning with the pios being lost. You have not made a large amount of infantry and you did not even cluster them up, rather you attacked the whole USF infantry blob with individual units. Then you lost half of your disorganized army and got crushed. Additionally you lagged behind in infantry upgrades
what you should have done is to never make a second machine gun or panzergrenadier, rather you should make four to five grenadiers and upgrade them with LMGs, and not send 1-2 squads to fight four at once, aka you need to counterblob. they can see your machine guns before the MG can shoot at them, its entirely useless, but LMG grenadiers are one of the best infantry in the game, you must get them ASAP, they will suffice.
The USF had 4 squads of infantry, maybe more at certain points, getting the captain and even a paratrooper squad later on, three unvetted, half unupgraded grenadiers stand no chance vs 5 upgraded semi/fully elite squads |
the Stuart costs the same as the t-70
it can start taking down models, but yeah the dps against (exposed) infantry is inferior to the t-70
unrelated, but the t-70 actually doesn't do good on the move dps, its way stronger when stationary, although it can get lucky
additionally green cover is rather really good at blocking T-70 shots, yellow cover clumps up your squad and lets it get damaged easier |
You never want to do that as allies your should always spread the field and contest both fuels. as axis is much better fortifying postions than allies and when you group together your just making a hay day for the inevitable werfer stuka lefh spam. because your all blobbed together.
you dont fight lefh and stuka minute 1
you overwhelm the wehr/okw forces at the west fuel (it is faster to reach for the specific North west side)
after securing the fuel you play normally, you simply just need a fuel point to be in the game |
Does anyone here see an issue with the server? Maybe not get 4 games on the same map and not have 3 of them be in the worst spawn in the 4v4 map pool? North East spawn soooo goooooood.
The north east strategy to beat port of hamburg:
(with default camera settings in mind
for the north spawn of port of hamburg, have two (or three if 4v4) of your allies cluster their forces and strike the western fuel point, once its secured you relocate to middle VP. The most eastern spawn player goes to the east fuel and tries to contest it's capture as much as possible. If the attack (likely) fails, then this weakside player entrenches the middle vp east flank and defends territory points.
use some pings and team chat to TRY and direct some coordination, it does not matter if the enemy micros better than your team, because four idiots with a plan beat 4 normal people |
i didnt read, but it wont ever be fixed for CoH2
props for trying to fix it tho
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LMAO stack 4 of them together and gg losing 2 Obersoldaten model per second. After all, path spamming is the only viable strategy left for USF players.
stack four of any infantry together and you're going to do considerate damage to two squads of anything
obersoldaten are not supermen who can magically defeat enemies with their eyes closed, 4 paths equal to 1200 manpower and 480 munitions for the BARs, compared to 680 mp and 160 muni of investment for 2 ober squads |