This round pissed me off so much, that I failed to save a replay, don't even want to see it again.
The round lasted about 40 minutes, so a bit on the long side, 4v4 with 2 randoms against a lower ranked team.
This new Brit commander makes these ridiculously strong emplacements, 2 mortar pits and a bofors to be specific, when braced are nearly impossible to kill. With that big ass castle occupying 1/3 of the map and strong resistance holding the southern flank, there is like no flanking on this map and I absolutely could not kill his emplacements until the very end of the match in which we lost anyways.
I built 2 mortars which I eventually killed off so I could get a 2nd lfh 18, 2 pgren schreck squads, a Brummbar, and 2 Lfh 18's in the round. These emplacements would not die no matter what I did. I sunk sooooo much artillery into killing them it was ridiculous how fucking impossible it was to kill them. What a fucking shitty game coh2 has become, emplacement spam I could deal with in coh1, but not in this coh2.
We couldn't flank from the bottom, we couldn't flank from the middle since that's where all his emplacements were. I put everything I could into desroying his emplacement spam and nothing could work. It was the most boring, anger inducing match ever, when they said "gg" at the end of the round, I just told them "fck you"
I dunno if this should be a balance thread or not, but when I make 2 mortars, a Brummbar and 2 LFH18's to kill his emplacements, I better kill some fucking emplacements specializing my army THAT much into just killing his emplacements.
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Thread: Lorch Assault turtle against Brit Emplacement spam commander6 Mar 2016, 04:58 AM
In: Strategy Desk |
Thread: Maxim Spam4 Mar 2016, 11:28 AM
My build order as of late has been HMG, Gren, Mortar, Mortar, Gren. When I get to t2 I need to evaluate am I going to need AT because I'm at a fuel disadvantage, or need AI because I'm at a fuel advantage or they're doing a heavy infantry/support weapon build. One thing you need to make sure you're doing when you play Ost, is hold 1 fuel, 1 muni, a few regular points on the map, and at least 1 vic point in the early game, otherwise it's difficult to win the round. But just try to maintain control over your 1/2 to 40% of the map early on more than making pushes on his side of the map, you can use your pio to harass points though. MG spam can be tough to deal with. So basically I try to lock down one side of the map with my opening MG, Gren, bring up the pair of mortars, and the last gren, bind both squads of grens and mortars to their own keys, and bind the HMG to it's own key. And basically I just drop mortar rounds on my opponent until I'm ready to make an offensive push. When I'm about to make an offensive push on his blob and has 2 or more mg's, you need to get your mortars in position, drop some smoke rounds so he can't see, and then you might consider A. Upgrading the pioneer to a flame pio (this can be risky because if he's setting demo charges and mines everywhere this can cost you a lot even the whole round) or B. Getting a flame halftrack. If you're going to use the flame halftrack your micro needs to be top notch, and always have a finger near the "U" key for reverse and to micro it away from soft counters like conscripts with AT nades and hard counters like AT Guns, it is paramount you keep weapons like your flame halftrack alive when dealing with MG Spam. After smoking the area, I have the HMG in the rear in case of any rushes towards my mortars, I get my 2 gren squads in 2 different sides of the flanks and in cover of his mg, and bring up the flame weapon on another flank. In the mean time the mortars need to be firing rounds on the mg's right after it's dropped it's last smoke round. For a Soviet T2 start, you need to keep in mind, your hard counters to a HMG spam strat is your mortars and a flame halftrack. In turn, their hard counters and soft counters for these weapons are their AT guns, mortars, and conscripts. I really prefer 2 mortars instead of 1 mortar, it just seems to get the job done a lot faster than 1 mortar, and double the smoke rounds can block the sight on a large area of the map for a longer period of time and a lot better than a single mortar. |
Thread: (veterancy) are medium tanks better than heavy tanks?17 Feb 2016, 15:13 PM
I was just thinking, now in some situations you can't go wrong with a heavy, but since I do budget my popcap in a round, I noticed Tigers and Elefants almost never get vet3, and rarely enough vet 2. But my StuG's and Panzer IV's consistently get vet 2 and sometimes even vet 3. With the veterancy requirements so high for the heavy tanks, does it make sense to have medium tanks as the bulk of your tank forces, as opposed to a heavy and other tanks like Panthers that also are very slow to vet up? In: Strategy Desk |
Thread: Best Ever Company of Heroes Unit Quotes5 Feb 2016, 10:46 AM
"They sent Hans to France, I sure won't miss his coffee" ^This is a reference to COH1 during the vCOH American campaign cut scene at the start of D-Day when the paratroopers are dropping into Normandy France the Grenadier tells a Volksgrenadier named Hans "Your coffee sucks Hans". There's another one where one of the grenadiers mentions something about an annoying Wehrmacht strategy from COH1. "Those Americans are always complaining about Pioneer spam" or something along that. And I like the one where he says "Fire at Will! But not at Wilhelm he owes me money!" In: Scrap Yard |
Thread: Loss vs USF5 Feb 2016, 05:25 AM
If your looking for a coach or mentor to teach you some of the nuances of Ostheer play in COH2 vs Wehrmacht in COH1 I'd happily volunteer. Although I mainly do team games, not 1v1's |
Thread: What to do against T-70 guys?10 Jan 2016, 05:58 AM
Save the resources for Panzergrens with schreck's, 680mp and 240 munitions, they're not only useful against a T-70 rush when grouped together, but they're also useful against every t3 (and t4 unit for that matter) that the Soviets build and cost no fuel to build, just munitions while you wait for your own tank. |
Thread: How Could the Axis Won the War ?9 Jan 2016, 17:12 PM
Hitler made so many horrible decisions during the war that needlessly got germans killed and just bad ideas on constructing a war economy built for a war of attrition on the home front as well. On the one hand I will grant that the people who survived the war can always attribute their shortcomings to Hitler since he's no longer around to defend himself, but let's be real here. Hitler was a politician, not a military mind. He was a freakin Corporal at his highest rank in WWI. You can't tell me a corporal knows more about how to run a 5 million man strong Axis army than some of the greatest military minds ever like Rommel, Model, Heinz Guderian or Gotthard Heinrici. Hitler made so many piss poor decisions along the way, for example ordering his men to never retreat under any circumstances needlessly got hundreds of thousands of german soldiers killed, maybe even millions. Someone correct me if I'm wrong but I thought the 6th army got annihilated at Stalingrad specifically BECAUSE Hitler refused to retreat when the battle was not going their way Getting bogged down in urban battles that bled manpower and annihilated entire armies from his most experienced troops vastly hurt the german war effort. Luftwaffe's pilots were quite shitty at the end of the war, he should have done what the Americans did, once someone became a fighter ace, rotate them away from the front lines to train the new pilots so they don't get shot down so easily. Heinz Guderian did not support the Kursk offensive at all, when he wrote the book "Achtung!-Panzer!" He said the Kursk Offensive was missing two key prerequisites for a successful tank offensive which #1 open ground that's friendly to tanks (anti-tank ditches and thousands of minds spread across a vast front is NOT territory that's friendly to tanks) and #2 which is even more important, the element of surprise. Kursk had zero element of surprise associated with it since the Russians had built up the largest defensive works for a battle, 3 layers thick that ground down the german panzer offensive and opened the opportunity for a massive counter attack for the soviets. If Germany was going to starve Great Britain into submission, they needed at least 370 U-Boats at the outset of the war, not 37. Hitler had really bad ideas when it came to tank design. He was under this really bad assumption that "bigger = better". The KT for example got half a mile offroad PER 1 GALLON OF FUEL. For a fuel starved nation in the late war, this is NOT the tank you want to be fielding, not to mention only the largest of bridges could actually cross a KT, which were few and far between by 1944/45. He had crazy ideas, some of us know about the Maus which was a 180 ton steel behemoth that would have largely been useless. THey only made like 1 prototype and it sit's in a Russian tank museum today. BUt did anyone know about the Ratt!? This thing was going to be like 1000 or 2000 tons land ship, something crazy, it was going to have naval guns, anti-air defenses, machine guns everywhere it was going to be a mega-tank with like a 40 man crew. Yea that would easily get annihilated in some kind of airstrike or artillery bombardment. Luckily someone finally put Hitler in his place and convinced him the Ratt would have been a horrible choice of tank design to invest Germany's research and development into. This was also one of the problems with the massive railway artillery Germany used which they only had like 2 guns total, it was so big it was also incredibly vulnerable to where it basically couldn't be used much without having to retreat it for risk of losing it. The logistics of running the Railway artillery, you had to have workers lay down tracks AHEAD of the railway gun just to get it in place where it needed to go, whether that was Leningrad or Crimea or wherever they sent them to. The Japanese also ran into this problem with their mega-battleship Yamato, it was so big and such a heavy investment of country resources that it was essentially too risky to use it in any actual battles, which is why it only finally got pulled out for the Battle of Okinawa (where it was promptly sunk with few losses for the Allies) when the war was desperate and futile at that point. If Germany did their war effort correctly, instead of making 100's of designs on the drawing board for tanks, planes, guns, ships and such, they would have heavily invested into a handful of efficient designs and endlessly churned out that ONE good design. They only had like 1,300 tigers throughout the entire war, if they had simplified the design and made it more efficient they needed at least 13,000 of that design to make any kind of impact on the war effort. I think those first 2 years of the Eastern front more German soldiers died of exposure than they did combat, winter clothing would have gone a long way in keeping them alive. For the battle of Moscow, which to me was the turning point in the war, not Stalingrad. One more paragraph and I'm done because I could easily turn this post into a hundred pages if given time as an amateur historian with my knowledge base of WWII. Simple things could have done wonders for the german war effort, winter clothing which was already mentioned. But just the basic infantry rifle. Besides the US every major country was still sporting bolt-action rifles for their front line infantry rifle. Basically a bunch of guys running around with sniper rifles without the scope. If Germany had mass produced the STG44 BEFORE starting the war, they very well may have had a significant head start on the types of infantry engagements WWII had, because the bolt action rifles iron sights and range was good up to like 5 kilometers but the days of a massive wall of infantry marching towards you from off in the distance was over, most infantry battles were occurring at ranges of 200 meters or less I believe. One last thing, BF-109 flying across the English Channel with only 15 minutes of fuel once they got their, BF-109's were defensive planes, not offensive planes. Should have gone with the FW-190 if he wanted to wage an offensive air war against Britain early on where the planes actually had some fuel left over once they crossed the English channel. In: The Library |
Thread: Did the Panzerwerfer really need a damage buff?9 Jan 2016, 16:44 PM
It's interesting you mentioned this. Very early into coh2, I think maybe around the time of closed beta or open beta there were some significant differences in the game, for example Brummbar's wer 12 popcap and were OP as hell and t4 came with Elefant, Panther and Brummbar. But t3 DID in fact have the Panzerwerfer in it. THe best time you will notice this is when you unlock t3 at the base building the german guy who speaks english in a crappy german accent says something like "you have now unlocked t3, heavy vehicles and rocket artillery is available" something along those lines. But he distinctly mentions "Rocket artillery is available". So you would have had to have been playing coh2 from it's earliest days but the Panzerwerfer WAS originally a t3 unit and not the t4 unit it has been for years since. This is most represented in the sound files upon unlocking t3. Also I've been averse to using the panzerwerfer for literally years because it was such a useless for a majority of it's lifespan, thing never vetted up and was only good for killing infantry blobbed up and out in the open. Are you telling me they not only finally buffed it but gave it an overbuff so it's no longer one of the most useless units in the game? So let me get this straight, I got a habit of making 2 mortars in all my builds, if I got manpower and fuel to spare, should I ever ditch my 2 mortars and go with the panzerwerfer now for my artillery needs since it's been overbuffed? In: COH2 Balance |
Thread: I am ready to stop sucking......9 Jan 2016, 14:34 PM
I feel I'm a pretty well rounded player if I get a solid teammate who can pull his weight. I prefer 4v4's because they're more "casual" than 2v2's or 1v1's, put me on a team of 3 other good players and we do nothing but rack up wins. Anyways I do a lot of probing. If I'm going to attack don't send the units in piecemeal, send your whole force. infantry leading the way, with tanks/assault guns close behind, and mortars on attack-move in the rear, and a couple AT units (I prefer panzergrens) to guard the flanks. But a lot of what I do is probing. I get a line of sight on what's giving me a problem, and then bring up my counter to it. mg/mortars, have my mortars take them out, same thing with emplacements. Run into tanks, send in my AT units. Run into Infantry, send in my Anti-Infantry units. This has all the potential to be better if you can coordinate with other teammates who have faction/doctrinal abilities to supplement your main force to make this process faster and easier. Usually as OStheer, I'll set up a forward heal/reinforce bunker in the rear so that me and my teammates can heal and reinforce on the battlefield from to make this less time consuming and maintain more of a field presence. No sense in having to retreat all the way back to base just to heal and reinforce you know? In: Strategy Desk |
Thread: I got an interesting non-doctrinal unit build29 Dec 2015, 04:00 AM
I only play teamgame so if this isn't viable in 1v1 take it with a grain of salt. By pure circumstance I found this build maxes out at exactly 100pop cap and just gives me a ridiculous amount of Anti-Infantry and Anti-Tank, the only thing it's lacking seems to be artillery but since it's made up of entirely non-doctrinal units you can find a doctrine to make up for that. my first 6 units out of t1 is an mg, 3 grens, and 2 mortars. For on field reinforcing and healing I'll often (but not always) buy a reinforce and heal bunker behind a hedgerow/building and not too far outside of spawn but far enough to allow for on field reinforcing/healing. Sometimes I'll throw down an mg bunker instead to guard a flank or point I want to ignore for now and not have harassed, or if I'm cheap, some s-mines. Depending on enemies fuel income and whether I need to invest in AT or AI, out of my t2 building I'll get 2 pgrens and eventually upgrade them with schrecks, and/or a flammenwerfer halftrack. Right now I believe with everything the popcap should be at 68. With just 32 popcap left, I make 4 stugs. This build is ridiculous if you can keep your units alive and not have to replace them too often, 2 schreck squads +4 stugs REKT's armor, and you easily got enough grens/mortars an MG and a flame halftrack to REKT infantry. Massive combined arms rushes can wipe out emplacements and things of that nature. If there's a unit I want instead for example a tiger tank, usually I can lose the mg42, flametrack and a stug and still have most of the build. All in all, with a good doctrine, it's an excellent mix of offense/defense, anti-infantry and anti-tank. It's only real prerequisites is holding a few points a vic point or two and a muni and a fuel. Sometimes I don't even need to cache anything. What do you guys think? |
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