I'm just looking it as someone who played quite a bit of Red Orchestra 2 and is a firearms enthusiast, at the onset of WWII, except perhaps for the US Army, most armies were equipped with bolt actions for standard issue firearms. In Red Orchestra 2, a semi-automatic rifle like a SVT-40 or a Gewehr-43 is a highly prized possession over a standard issue Mosin-Nagant or Kar98k
I'm thinking that an SVT-40 equipped Penal Squad even with minimal military training, or a Garand equipped US Rifle squad should be kicking some major Grenadier/VolksGrenadier butt. Perhaps it's due to Balance issues, of course when balance is absent you can always up the cost for the better performing unit and lower the popcap for the lesser performing unit. I kinda wish Relic had added this into the game when they made coh2.
It really doesnt make too much sense that a grenadier squad with 2 g43's and 2 kar98k's does as well as it does against a 6man SVT-40 Penal Battalion or 5 man US Rifle Squad, Garand was the Rifle that WOn the War after all.
Knowing what I know about Germany Infantry Combat in WWII, German doctrine of the time centered and revolved around the HMG's and LMG's (I theorize this is in part due to them having the best MG's of the entire war out of all the armies), the frontline infantry did a lot of carrying of ammo for the MG's as opposed to front line fighting whereas American doctrine of the time used MG's as a weapon to support the infantry. Due to this difference in battlefield doctrine, the Germans were capable of tying up large amounts of allied troops with significantly inferior numbers due to the sheer firepower of their machine guns and their battlefield doctrine revolving around the MG. This is part of how the Germans took only 20,000 casualties to the Allies 55,000 in the Battle of Mt. Cassino
(Off topic, for all the WWII enthusiasts, my Grandpa fought in Monte Cassino, I just visited him 2 weeks ago, he's still alive at the ripe age of 96, his wife too at 93)
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Thread: semi-automatic rifles should be outperforming bolt actions14 Oct 2015, 06:45 AM
In: Lobby |
Thread: Relic should consider adding non-doctrinal weapons to game10 Oct 2015, 23:55 PM
Seems that everytime they come up with a new unit, it's prerequisite is to spend $4 on a commander. What about some non-doctrinal units for all factions? For example why not Pak40's mounted on Halftracks? It'd be similar to a StuG but with shittier armor and better acceleration/speed and less fuel cost and popcap. Nashorn's, Char B1's, JagdPanthers, Hetzer's, in fact all sorts of weapons mounted on the Panzer 38(t) chassis, Wespe's, Hummel's and so on and so forth. Given the lack of flame weapons for OKW, they should get Flammpanzer III's IMO, it would have more hitpoints than a Panzer II, less hitpoints than a StuG, but have that nice flamethrower to go along with it. In: Lobby |
Thread: How to counter UKF Bofors?18 Sep 2015, 22:10 PM
I'm a bit surprised that people are having so much trouble with this thing because for me, unless it's too well supported, the bofors is a joke, not being cocky, it's just on the rounds that my PC doesn't lag out, I consistently kill them. I genuinely look forward to playing against brit opponents because I have their goose pretty well cooked unless they're some kind of coh expert. Ok first I need to go into my opening build. This WILL NOT WORK in a 1v1 due to lack of infantry in the opening, I mainly play 3v3's and 4v4's and mooch off my teammates opening infantry/mg's. So my opener is mortar/mortar/gren/gren/gren and send my opening units along with my teammates to one side of the map to overwhelm the enemy team on that side. I've been doing this opening very consistently because more than half my games are against 4v4 teams with 2 brits on them at minimum. I suspect this would work in 2v2's and 3v3's if you coordinated with your teammate that you were opening with 2 mortars so he would know to protect them and keep the enemy from infiltrating your mortar squads while you got your grens together. Your main goal with a 2 mortar opening is keep your mortars constantly firing while never getting infiltrated by your enemy or receiving damage, I recently lost a round because I left my mortars out in the open as opposed to behind a hedgerow. Basically the 2 mortar opening hard-counters the vickers, and is great to get the upper hand early on in the initial infantry battles, it's like dropping a grenade on the enemy troops every 4 seconds and makes their own cover work against them since if I'm not mistaken I think mortars may actually do more damage if the unit is in cover and it hits in the right spot. After my 3rd gren, I'm at a minor crossroads. WIth the recent nerf to the reinforcing ability of the flame half-track, sometimes I do a small forward base with a forward heal bunker and forward reinforce bunker side by side in a safe spot behind a building or hedgerow to keep my armies on the field and maintain field presence and keep the pressure on the enemy throughout early-mid game. The other thing I'll do is I'll get a flame half-track to bolster my Anti-Infantry. But if I need to start worrying about say early Armored cars, or tanks and such because my enemy is getting good fuel income and I know it, I bolster my Anti-tank abilities with 2 pgren schreck squads. Spending your munitions correctly is very crucial, I hold off on the Gren upgrades until last. As for the Bofors that is popping up somewhere between my flame halftrack and 2nd Pgren squad, there are several non-doctrinal counters I have in mind that I use and one I just thought up after reading this thread, but they all revolve around the mortar for me seeing as how stug's, P4 and the Panther's maingun is more of a soft counter than a hard counter to a Bofors. Assuming it's not supported by a mortar pit which complicates things since the mortar pit hard counters your mortars, you just keep rapid-fire dropping mortars on it until it dies from my pair of mortars. 1 mortar is not enough, but 2 will get the job done. If you need further destructive power against the bofors because he's actively repairing it while you drop mortars on him while he braces the structure not I just thought of this clever strategy. You can drop some smoke rounds in front of the Bofors, so it will not be able to get a line of sight on your units, THEN You can send a flame pioneer and your flame halftrack up right after that and click attack-ground and together they will burn the bofors through the smoke that is blocking it from firing back at you. I haven't tested this, but I did successfully damage a bofors using attack-ground through a small hill that it could not see or fire through, so I think my smoke in front of it with the mortars would work. You might also send the Pgrens in to get a few schreck shots off using attack ground and through the smoke, but be careful to not let them get squad wiped. Anyways these are some of the ways I've been handling the bofors as of late, really hasn't caused much of a problem for me so I was wondering if there was a patch that came out between the start of this thread and now where bofors were much more invincible than they are currently. BTW I hate the spearhead doctrine, I just don't like it so it's not even in my lineup and I like saving my muni's for more permanent weapons rather than one shot incendiary rounds that don't always kill what it is you're trying to kill. |
Thread: Soviet Support weapons/Arty spam now stronger than ever25 Jul 2015, 03:12 AM
I was so mad I didn't bother to save the replay. Map was River Crossing 2v2. Basically my opponent spammed about or 5 AT guns, 3 MG's, a halftrack and some conscripts to reinforce, he made at least 2 katyusha's and an ML20, and his partner had an IS2 holding the rear and his own weapons and with his muni's he dropped incendiary rounds on us. And I had 3 grens, 2 Pgrens, early on I had 2 mortars to take out his mg and at guns but they got killed by his katyusha's mid round. 2 stugs, a pio and a tiger and a halftrack for reinforcing as well as a field med bunker. The MG's would insta pin my infantry movements and force them to retreat now that the MG has 2x the suppression it did before. The Mortars were hardcountered by the katyushas and I could never keep them crewed. THe ML20 at one point destroyed my base building, as well as every other building I had in my base. This was the first time I'd had all my base buildings destroyed in a LOOOONG time so I know it has something entirely to do with the patch. Basically he just arty spammed us to death. If we sent a tank to kill his arty he had a tank anda couple at guns and mg to make sure I could not pass.My infantry couldn't move up, my tanks couldn't move up. Whatever I decrewed was recrewed by the Halftrack. ML20 base raped us as it now fires 8 rounds as opposed to 6, at one point after I had retreated a single ML20 round had killed all 3 squads of grens after retreating. This was already an annoying turtling strategy BEFORE the patch. Now it's OP as ever. Obviously I'm going to have to accomodate this soviet support weapons strategy perhaps through my commanders since I've now been beaten by it 2x since the patch. Joint Ops and make the Arty gun? He still would have probably decrewed it and destroyed it several times considering he had 3 artillery pieces. Spam stuka dive bombs from CAS? I need some ideas. To me since this new patch, the game is genuinely not fun anymore. I don't stand a chance against a turtling soviet anymore. |
Thread: Focus one side of the map altogether or spread out?18 Jul 2015, 11:55 AM
I'm on a pretty good 4v4 AT I forget our win lose ratio, it's like 38 and 4, but we got our 4th loss tonight and I have a theory as to why it happened but I want confirmation from the COH2 community if we went about it all wrong. No I don't have a replay, but I can pretty much accurately describe what I think cost us the round. So on your 4v4 and 3v3 maps, I think taking an approach to the map like it's say 3 1v1's or 2 2v2's is the wrong approach when you got 3 teammates. I do think that spreading out and defeating your opponent is a way to get a fast win in, but if you're trying to maintain a win streak, the better safe than sorry route is better, which is for the team to work together and support each other and focus one side of the map more than the other. We were playing General Mud, the two OKW players went for left fuel, me and the other Wehrmacht player went for right fuel. Neither of our split up team got either fuel, and we eventually lost the round. I think that if this had happened on other maps, against a strong team we were facing, it would have played out similarly, whether it was Steppes, Hill 331, or say a 3v3 map like Pavlov's House, maybe even Oka River (usually I have one guy go country on Oka river as a matter of insurance incase the other two don't get the fuel/muni in the town). Do you think when you're trying to maintain a win streak on a good 4v4 team, we should be heavily focusing just one half, or a connected 2/3's of the map, or do you think, as I think that spreading out our forces and taking as much territory as we can on our own is the best approach to a 4v4 team? For example on Steppes, 2 go Island, 1 go middle, and 1 go top for munitions, IMO would be spreading out our forces too much to take anything for sure. I play a lot of random games, and sometimes my random teammates will get mad because I'll help the other side more than the side closer to my spawn simply because I want to guarantee we hold at least half the map rather than hold no advantage over splitting up into two separate 2v2's. I'm not really the leader of our group as I have a more Beta male personality overall, which is why I didn't propose this idea prior to the round starting and letting everyone do their own thing that they wanted, my team chose to spread out and I went along with it. In: Strategy Desk |
Thread: 3v3 Soviet built THREE Snipers 15 Jun 2015, 03:18 AM
It depends whether you're talking about random or At team, since if he uses his snipers well supported and planed like at team it's a harder situation, but soviet snipers in general are not really big issue, they die to a lmg burst or u can hunt them down with quick luchs (falls is also great vs sniper but I just don't find snipers an issue just to go falls to counter snipers), The key is to prevent mp bleed, cause that's why sniper is for. If u play OKW early game use ur kubel in front to spot/screen sniper and use ur infantry behind to support it (when he has sniper he doesn't have ZiS early). Ok that makes sense, yea it was a team of randoms I was on vs an arranged team so that could be a lot of the problem right there. Not that it really matter but one of our guys dropped halfway into the round so I was working with the AI on my left flank. Yea when I'm on my AT 3v3 or 4v4 team we don't have issues with this strategy. |
Thread: 3v3 Soviet built THREE Snipers 15 Jun 2015, 02:36 AM
There is only one Allied strategy that I lose to about 100% of the time for the past year or 2 and thats soviet sniper spam. I don't really feel outplayed when he uses the one strategy that I really haven't found a direct hard counter for. I dunno, CAS and spam stuka strafe? Got me. I use to hear G43's were good at hard countering snipers, but apparently Relic changed that in a patch so they no longer did the long range damage required to kill snipers, not to mention my 3gren squads were equipped with G43's. I think it might be better counters in perhaps a 1v1, but in a 3v3, factor in your teammate who's spamming mg's at guns and SU85's, makes it hard if not impossible without losing units, for infantry or tanks to get to killing range for his snipers. |
Thread: 3v3 Soviet built THREE Snipers 15 Jun 2015, 01:37 AM
Not really sure what to do about this. I couldn't get my sniper to CS since he had 3 2 man crews. On the one occasion I did kill his sniper he just replaced it with another. So he had 3 soviet snipers attack-moving the battlefield. Could never get close because he lazily hotkeyed his snipers out of range from my grens rifle nades and never kept them close enough anyways. Sniper never got an incendiary round off. Then he T34/85 spammed and overran my OKW partners base even though I had 2 Pgren schreck squads and 3 StuG III. Not really feeling outplayed on this one, he's clearly not a fan of "combined arms" since all he does is spam snipers and t34/85's. I had more damage than both my teammates put together and the most kills, but they were random people I got teamed up with so that's not saying much. Probably just some Red Alert III n00b who spends the whole round spamming mammoth tanks to "win" his games and then just used the same idea for COH2 on the Soviet faction. What I would like to see: New Patch, just like we can only have 1 Artillery field officer on the field at any one time, Soviets/Ostheer can only have 1 sniper on the field at any one time. |
Thread: Bring back The Scheldt for 3v3 and 4v4?1 Jun 2015, 06:55 AM
If I recall correctly the Scheldt was one of the most popular 3v3 maps in COH1 thats why I propose bringing it back In: Lobby |
Thread: Bring back The Scheldt for 3v3 and 4v4?1 Jun 2015, 06:12 AM
I really can't stand Sittard Summer, maps like that, bridge maps, the only round of COH1 I ever had was 2 hours long and it was a map very similar to Sittard Summer called Vire River Valley. Why can't we bring back a real 3v3 or 4v4 map like the Scheldt. Sick of these damn choke point maps with zero flanking. In: Lobby |
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