So a mortar would help me more than a panzergrenadier. I will keep that in mind for my next games. I suppose against heavy T2, the 222 would be driving around looking for MGs because the AT guns would just kill them. How good is the Command Tank? I haven't really used it myself.
I think mortar is the best weapon team in COH2.Its auto shot make your opponent busy in rearranement.A notable point is that you don't need to use your time to barrage and your enemy have to use.
As for 222,you are right.222 has light armor so it has to avoid AT guns.I hope you remember my "map control" strategy 222 is faster than AT guns.
A good point of Command Tank is that it doesn't need T3 base.In this patch,you often feel hard to deploy P4 because you are requested to put into more fuel for T3 base.
Moreover,its effect aganst infantry is the same as P4.It's also effective against light vehicle such as M5/T-70.
Furthermore,it strengthen your infantry around so grenadiers are much stronger than conscripts.
A bad point of Command Tank is that it can deploy only 1 unit at a time.And it's not so effective against Medium Tanks like T34/76 then it is needed to accompany Paks.I hadn't used Command Tank before but now I'm loving it.
If you producted some units while you were in battle at early time,you may gain victory.
Of course tellermine is important,but I think your build order can be better,too.
Wehrmacht often needs mortar,especially if enemy has a lot of infantry instead of fastest M5.And you should have 2 Pak 40,not producing Panzergrenadier squad.
Below is recommend build order against Soviet.
Grenadier - Grenadier - Grenadier - Grenadier - MG42 - Mortar(if necessary) - T2 - Pak - Pak
You can build health bunker before T2.
222 is also recommended if you are faced with Soviet T2 spam.
Deploying Puma was a good idea.It will sink M5 easily.And if you pick Mobile Defense Doctrine,you don't need to upgrade to T3 because you have P4 Command Tank.This is a good aspect of Mobile Defense Doc.
In fact,1 Puma,1 P4 Command Tank, and 2 Paks are enough to kill IS2.2 Paks are also enough to beat SU-76.
Got my next replay up if i can get help posting it again.Tofu's first game comment has really helpd me allready.focusing on bar rifle blob and going for targets of opportunity with my stuart instead of running it into combat immediately without vision as soon as i get it.
gg!
Overall,you become better even though there are still lots of things to improve.
Your first order (rear echelon - rifle - rifle - WC51) is quite a good idea especially in wide map like this.And you know this doctrine's artillery is valid at the late game on this map because OKW tend to build it's Schwerer HQ at the frontline.
Protected WC51 by Captain and fast Stuarts are good,too.Two Stuarts are creative thinking.It lasts your offensive for about 10 minutes,which are enough to make the game decisive.
However,there are two things I have to point out.
First,you can upgrade your weapons more earlier.If you take Bar while making Captain,the game will be more comfortable for you.Furthermore,this upgrade is more effective when many riflemen squads are deployed like you.(1 upgrade has an effect on all your riflemen)
Second,you are needed to deal with multi battlefield.You still spend too much time on one front.
I know you are micromanagement oriented player.Even so,some improvement should be done.I'll give an example Joris and Crazyman as a top-class micromanagement oriented player,they usually use only 3 seconds per front.In a few seconds,they consider the situation,decide the best way to act,and switch thier display at the next battlefront.
Other than previous advice for multi task,I can recommend you below.
Using "attack move" is one solution for prevention unit loss.
If you use right clik to move somewhere,your units WILL move there even if KingTiger is nearby.
But when you use "attack move", your units stop at the edge of their maximan range from KingTiger so your units are less likely to die.
*I think you can use a hotkey to use "attack move".It will save your time than pressing it by mouse.
Moving your unit from cover to cover is another good solution.
As you know,units in garrison receive less damage.So it's less like to die even if your patrol is late.Moving to shortest garrison is recommended to reduce danger.
*Combined above two tips will help you more.
Anyway,using only 1 unit,concentrating on 1 front will face problems someday.
So I hope you pay more attention to move squads simultaneously.
Thanks. I just tried out your tips in a 2v2 with my AT partner as Soviet and it really helped a lot. The game feels way easier since I play with a different mindset regarding the light vehicles. I'll try to play more matches as soon as I can.
I think I did quite well in this game so I might not learn much from it but I'm uploading it anyway if you wanna watch and spot my mistakes. Do you think getting a 222 scout car would have been good?
Here's a replay from me as Soviet. I won but I think I didn't do very well. When should I get T3? When to get hospital? These 2 were in my head all the time.
To answer your question about 222,I'll explain my "map control" strategy a bit.
This tactics consists of three simple principles.
1.Attack is easier than defense.
2.Vehicles are faster than AT guns.
3.Larger amounts of units gain a victory.
The same as other RTS games,Company of Heroes 2 become easier when you attack and more difficult when you defend.This is because you can attack at any point you want to,but can't defend all points you want to.So,if you are able to search weak points,your attack will end in massive victory.
To search weakness,recon units are highly recommended.This units tend to be light vehicles like 222 "SCOUT" car.these units are needed to move faster than infantry because they are often needed to run away from enemy infantry and because they have to move around the map to get enemy's movements.
When you find enemy's weak point,just attack there with larger amount of units than the opponent which defends its position.
I said "infantry-kill tanks" are recommended before,and this is becase if you have it,you don't need to wait other units to attack.Furthermore,Multi purpose unit of recon and infantry-kill play
s ideal role.It can shift its role from search to destroy without any timelag.
If this strategy works well,your opponent must stick together their units.(if not,he will lost unit one by one.)And that means you can get map control.Except for enemy's blobbing spot,you capture all territories and thus your income will greater.
From this point of view,Company of Heroes 2 is a game of taking map control.So,fastest 222 is recommended to get map control and fastest M5 is also recommended to take (back) map control.
How about Puma? I think Puma is designed to kill map control unit such as M5 and T-70.Although Puma itself can't take map control,it prevent M5/T-70 from taking map control.
And if you have 222 with Puma,this tactics will works a bit again.
After all,Combined arms are important especially in Axis.
So,as for second replay,you know when you should get T3 now.And I was surprised to see your conscripts played well.Now you know aggresive attack will take map control,too.This is because your opponent tend to use all its units to defend from your successive strikes.
In fact,sometimes you will see you don't need M3/M5/T-70 to get map control.Marshal of Soviet Union knows oorah conscript squads meet two-thirds of principles above.
At last,the timing of getting hospital is a good question.If you wanto to get map control with your conscripts,it should be after your taking map control.(generally,you can make health after deploying 4 or 5 conscript squads.)
And if you build T2 it's more likely to be late.One maxim (and sometimes one motar) should be faster than health at least.
steam id:76561198083799989
History: played command and conquer since red alert on ps1.Played warcraft 2 and 3. .
touch style is qwertyu and 1-4.
I usually play about 15 hours per week
I want help with OKW and USF in 2v2 as i dont really 1v1.
Problems:I am allways having trouble overcoming rush strategies and kubelwagons.I have trouble with managing my manpower and inf midgame when i start to micro my light tanks.I stock pile too much muni and have trouble spending effectively.
Goal:To defeat mg weapons more consistenty early game and become better with combined arms to scale better into mid and late game.
Welcome!I add you on steam so please receive it.
In 2v2,victory/defeat is not a important thing to improve your skill because you have a random mate who may be HelpingHans or may be just rage quitter.
So,I focus on finding better way to fight on the assumption that your mate has average skill level.
So,as far as I can see,you surely have trouble spending your resource efficiently.As for munition,it's not a bad idea to save it for Thunderbolt.But many people use it for greandes or upgraded weapons.In this replay,you can't request help from air and faced 2x MG at the beginning.So it's reasonable to get grenades.Grenade (especially smoke grenade) is always effective for MG.
And this replay tells me why you have trouble in using infantry with your tanks.You are too concentrating on just 1 unit.I think you concentrate your attention at center of your display and don't move from there.I also think you sometimes do this with conscious because you zoomed camera to make your micro precise.
This way is surely useful for one battleground.Not many people can do like you so this is one of your strength.But at the same time,it may be your weakness.You can't operate any units which are out of your sight.
To overcome this,you have to tell yourself to watch out for other battlefield while concentrating on the center of your display.It's like you have Intel inside.
Technically speaking,tactical map is the most useful to move your units which are not displayed on your monitor,but you said you can't use num0 key(though you can change keybind from num0) so mini map is a second choice.
The point is that now you have less time to move your unit.You should realize the situation of battlefield more quickly,and decide the better way to act,and jump to next front.
I think multi task is a problem of consciousness.Only people who has strong will can deal with two or more matters simultaneously.Like fighter pilot,like pro sports player,and like...you!!!
I think I can tell what makes you decide more quickly at the next time.So give me more replays!
OK,you are just starting this game unless this replay is desynced.
As well as other RTS games,using your resource is important aspect.Saving too much resource(especially ManPower) isn't a good idea.The reason is below.
Generally speaking,the goddness of victory is with the side which has more infantry squads.
This is why 3 conscript squads defeat 1 grenadier squad easily.Every top player insists on the importance of (green) cover,and it's right indeed,but the amount of infantry on the battleground is the most important thing.You can watch Jesulin often has twice amount of squad than his enemy at the first or second engagement.He shows what brings victory.
To take advantage of quantities,you have to keep three priciple below and this will ease your beginning.
1.You should make more basic infantry than your opponent.
2.Fight when you have more squads
3.Run away when you have less squads.
You also have to learn the importance of tech-up.
Basic infantry like volksgrenadier is just basic unit.you need special team on battlefield.To make powerful unit,you must build up your base.As for OKW,Schwerer Panzer Headquarters is the top ranked base.
The reason of emphasizing tech-up is that sometimes you faced unbeatbale unit if you use only basic infantry.As you already know,it's quite difficult for volksgrenadiers to beat Soviet's shock troops.You need an armored car or an infantry support gun,and these units are come from upper base.
This means that if you make upper base faster than enemy,you will take advantage because your opponent doesn't have few units to counter.
However,making upper base/unit need more resource than basic infantry.
This is the key point of this game.You have to get more resource to use your basic infantry well at the beginning and use these resource to product more stronger units CONSIDERING whether your basic infantry can stand a few minutes with less squads or not.(don't forget first priciple above)
Although I have many other suggestion for improvement,it can be postponed.Please focus on these points first.
GL for your next match!
Thanks for the tips. So I should give up a little of map control if there is an early vehicle? I'll try to keep this in mind for my next game. Another replay will probably be coming soon.
Yes.Your infantry can't attack or defend any position without anti-light tank unit if there is a light tank(M3/M5/T-70 or so).It's the same when you see a medium tank like T-34.
In fact,these infantry-kill tanks are the core unit of what I called "map control"strategy.
I think I'll explain the detail of this strategy later.
Roughly speaking,you are recommended to use these unit (especially) when you play as allies.
I feel you are better at the beginning and then getting worse.
Overall,I think you can improve midgame.You should have made your units together when you faced Soviet's T-70(or M5).This is my conclusion and below is some pointing out and sugeestion.
First,3 doc combination is good though I don't know how to use Osttruppen personally.
But I feel your bulletins should be changed.Generally speaking,people use Grenadier almost 100%.Furthermore,they often use 3 or more squads.However,Panzergrenadier is not so much used.
So,I think bulletins about Grenadier are more effective than bulletins about Panzergrenadier.
You may think this is a little thing,but I believe Jesulin and many other top 10 players pile up these little improvement.Only 1% improve will become 10% when you do it ten times.(In fact it'll become a bit more than 10%)
Second,your tech up speed from T1 to T2 is good.and your upgrade to minesweeper is also a good timing.Your production of Pak40 is so smooth.These three things are one of the most important action when you fight against Soviet.
However,you were defeated by Soviet's T-70.That's because you divided your unit into two groups and you have only 1 Pak40.So,T-70 could attack the group which didn't have a Pak.All you can do is shooting panzerfaust,it means you lost your ammo and you couldn't make health bunker.
If you stuck together your unit(like Counter Strike),they could cover each other and might kill T-70 easier.
In this patch,fast T-70 and M5 is meta.Jesulin once deployed his M5 at 6:11 !!!
When you faced Soviet,2x Pak40 or fast Puma(Mobile defense doc) is recommended.In fact,fastest StugG is too late for fastest M5.
I also estimate a few more improvement,but there is not enough evidence so please give more replays!