To be aggressive in enough in early to mid game so your enemy is always on the defensive, wiping volks shreck squads early on with Sherman or rifles.
Trick with the Sherman is to run into single volks squads early on and prevent them from getting more than one shot while killing as much as you can forcing them to retreat or wiping them, also suppressing blobs before you charge with your tanks will force them to retreat as it takes longer to fire a shreck when suppressed.
The late game for US is to have wrecked your opponent so badly there is no late game.
Do you play 1v1 or team games? |
You guys complaining about what exactly? US needs like six medium tanks to the two Kingtigers OKW or 3 Tigers that Ostheer is capable of getting, nevermind the fact that you going to have more and better AT than the US player.
You call the US having more tanks/popcap unfair when most US tanks pop so easily and struggle uphill against what I would call unfair tanks like the Tiger, Panther, King Tiger and Jagdtiger? US needs more tanks and this is seriously a learn to play issue. |
Easy 8, nothing as exciting as taking down a King tiger with 2 or 3 of these tanks. |
Nice guide, though you under value the assault group, when properly microed it essentially is a better armored, more deadly m3, with the possibility of having double shrecks making it a deadly surprise if a fragile one. |
Yea; so you'd have to use the sniper correctly.
There's already that stacking-bulletin thing with the Sov sniper that makes its sight range equal to firing range.
To not get killed by Obers, grens, etc. all you have to do is micro; keep the sniper in firing range of its target, but outside the firing range of the enemy. This is exactly what Wehr has to do, and what every faction in CoH1 with a sniper (Wehr, US) had to do.
The whole 2-man + sprint thing is just a massive crutch to make the faction easier to play. Sov has many ways of keeping inf. away from snipers (Shocks, MG spam, etc.); why do they get the extra bonus of 2-man survivability AND sprint? Outside of the micro argument, it's a massive advantage just in terms of RNG. If an Axis player fires random arty into the FOW and hits the sniper, chances are the Sov player can just retreat and save the vet and squad (only have to reinforce 1 man). As axis, you lose the unit and all vet.
Asymmetrical balance is fine; but like I said, it should exist in the vet, or possibly some less-OP ability. In CoH1:
Vet 1
US: +20% Sight-Range (to 42 meters) +20% harder to hit by any enemy weapon.
Wehr: Health regeneration 10.56 hp/min.
Vet 2
US: Enemy units must come 1 meter closer to detect the Sniper.+25% resistance to Suppression. +15% Damage Reduction from all sources.
Wehr: Maximum Health + 20%. Received Suppression - 50%
Vet 3
US: +15% weapon range (to 57.5 meters) +50% damage with the sniper rifle, ensuring one-shot kills on any infantry unit. No speed penalty in Camouflage mode.
Wehr: +40% faster firing rate.
By Vet 3, the units were massively different. The US sniper was an amazing scout, but with lower DPS/Attack speed (which made sense, due to Wehr's smaller squad size). The Wehr sniper wasn't as good at scouting, but had higher DPS/Attack speed to counter the US' larget squad size.
I'd rather there be buff to German snipers ability to hide avoid fire/survive or increase range, fire rate .etc something to make different and better in some ways compared to sov sniper (to counter squad sizes), maybe even give it a counters snipe ability, or even a reduction in cost. I really get your point about rng i had a wehr sniper splattered to day by a pack howie but what can you do? nerf arty or buff sniper survivability? Sprints probably needs a negative effect to prevent abuse or be removed, though we still have blitzkrieg on panthers and tigers so its debatable.
Though how do both snipers compare at vet3 now? most games end before you can even get vet2 so I am curious. |
I would prefer no change to the Wehr sniper and the Sov sniper changed to 1-man. The Sov 2-man sniper is just far too easy to get high amounts of vet on (hard to kill, especially early game), and makes sniper fights incredibly one sided (Wehr sniper misses = dead, Sov Sniper misses = retreat). I would like to see the Sov sniper brought to 1-man along with the removal of sprint.
Basically, make it closer to the US vs. Wehr snipers of CoH1; they're very similar with minor differences to how their vet works.
Dear god no.
Dear god no.
Yeah I think if you using Wehr sniper alone against the Sov sniper you doing it wrong, anyway there is asymmetry of balance to take into to account, soviets have 2 man snipers generally to compensate against better infantry and weapons teams. Reduce the squad to one and you'll have the sniper being sniped by Obersoldaten or grenadiers with with or without g43s or Jaeger infantry and anyway its better to get scout cars or troops in a 250 track to hunt them down. |
Already nerfed volks,KT,fuel income from cache,plus increased MP cost of trucks.Not sure nerfing obers too at the same time is wise,problems vs shocks.But muni cost for lmg maybe ..not sure.
In general i didn't touch elite infantry fighting power(except adjustment to reinforce cost) in any factions,only to pzgren which was 'elite' only in name and has trouble beating vetted conscripts often.
Yeah I get that, I just feel that lmg34 that they carry when dropped makes any unit carry it a mini Ober aka vet 3 conscripts, which is a bit wrong that one weapon can turn units into terminators. The whole units damage output practically relies on that mg34, I feel that the squads damage should be distributed better and not reliant on the mg34, as well as the Obers not just being a 4 man sniper squad. |
Thread: KV1?4 Jan 2015, 10:05 AM
Even using the KV1 with the T34 works, KV1 to soak damage t34 to flank tanks and run down infantry. Though I prefer not to use KV1 or shocks until I know what doctrine my enemy is using so the B4 is a surprise. |
What about Obersoldaten, no reduction of damage from the lmg34? or muni cost for lmg? |
Tanks counter the b-4, L2P, |