count me into the sherman fan club simply for infantry crush. i've had many hero sherman's win me games under their treads, it's cathartic, getting 14+ kills in one go when blobs roll up. too often do i see teammates get frustrated by the ai power of shermans or t34's, hoping for a lucky HE shell to maybe hit and then reversing away from 17 missiles.
How do you crush infantry ? the same way as in COH 1 ? |
Ehm, what response are you expecting to this thread?
"2 or 3" 120mm should be easy to counter, since its a huge investment (800 respectively 1200 mp if i'm correct) so you're lacking lots of capping power. A stuka that can come about 3-5 mins after the 120 hard-counters it.
This is a l2p issue.
In Team games I said. just try it, i was surprised but it´s actually working. |
Hey,
I found a great strategy to win as soviet in team games. 2 or 3 120mm Mortars to squad wipe and destroy OKW´s FHQ and....it´s not funny.
Yesterday I played against particulary unpleasant axis Players.
I really love this game, but i don´t want to use shitty tactics to win against assholes. there is no fun in that. |
Urban defense is totally OP on maps as Semoiski. It pretty much gives you an indestructible fortress in the first 7 minutes, including an aura and healing. Even Paks and flamethrowers as well as mortars need incredibly long to take buildings down. Add to that the blob of infantry that strives around the forward HQ swarming out as soon as a unit fires on the HQ and they struggle even more
It s sad, but the only way to surely counter a FHQ with Ostheer is the mortar half track and his Napalm mortar. the building burns to the ground in less than one Minute. That´s why i always have a commander with this unit in my pool to Counter it.
The normal mortar depends too much on luck and can be easily countered with a russian mortar next to the FHQ. |
I'll 1v1 you on 3 conditions:
1) I get to play as OKW
2)You can't use doctrines that include Shock Troops, Guards Infantry or the B4
3) I get to pick the maps(It'll be a best out of 3)
These conditions are more than fair I think, so if you agree we can settle who's the better player and who's more qualified to talk balance.
I´ll take anyone on 1vs1 on one condition :
The enemy Units shall not leave their base sector.
I think it´s a relatively fair condition since during fights, I´am losing Units and then I can´t capture victory Points. |
You mean BLOBBING...That i hope never happens again after the new patch release by Relic, which i expect it this month.
Bah not really. Blobbing is dangerous as allies considering the stuka zu fuss and the MGs/ FLAK truck suppression.
I meant to focus on one side of the map. it doesn t necessary mean blob. |
My question is : why should this apply to Allies only? Why aren't Axis factions the ones who need to "think out of the box" and come up with intricate combined arms joint attack scenarios in order to merely get a chance of succeeding against overwhelming Allied power?
Because 4vs4 is not balanced , As is said in the first post. I try to find strategies to win as allies for the moment because i really like this game and would like to keep having fun playing it.
This wouldn t be an issue with a good match making System, but i don t think there is enough Players on the game to have one.
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I play mostly soviet with a 4 conscripts opening. Counter the kübel also depends on map (if there is enough building cover ect...).But here is a tip, when the kübel withdraw to repair you schould always follow it to finish it and not capture territory. the Asspios seem to take extra damage when they repair.
For me an other big problem is the übersoldaten. they are absolutly ridiculous. they stay in the middle of a battlefield and wipe conscript in green cover. ok it s a T4 unit, ok conscript is not the best unit in the game, but CoH is a game where you are supposed to use the battlefield and cover. Here you have a unit that you can use on attack move. |
As of right now USF lacks any early counter to the kubal, Luchs is hard to counter without getting AT nades, and FlakHQ deploys by the 6-7 min mark and is impossible to kill if well guarded. I can get torn apart buy axis players but Ive play all sides and in my opinion OKW in large team games has little to zero weaknesses unless the allies players wipe a truck early. There have been many posts about the flak HQ being OP as well as the 4v4 balance.
what is the solution then?....Is any Balance patch on the way ? |
Hi El slayer,
"You've left your allies outnumbered. They got defeated and had to stop their push and retreat. Then enemy came for you, and you had to retreat all the way through their lines, losing couple of squads. Instead of coordination you let your enemy to beat you part by part."
The main bulk of my allies was without me, but an unexpected attack on the main base always cause stress and under stress you make mistakes. Even if you don´t win an advantage by attacking the main base, you at least surprised him.
And also three allies working together is enough in my opinion. the last one can be used to harass the enemy.
"Again, if allies is so coordinated (say, they playing as arranged team) then why you assume that axis can't react in same coordinated manner? I know, it is somewhat map dependent, because, for example, on Vielsam indeed it is hard throw your army from one side of map to another.
But here also comes another problem. If I play vanila faction I have to retreat to my HQ in base sector. If I'm trying to fight on flank that is far from my HQ, my army will spend 90% of game time walking rather than fighting.
"
It is true that axis can also react together. But most of the time the okw Players don´t even think about what the enemy is going to do when they decide where to put their trucks. The fact remains that the ressources used in the FHQ won´t be there for a counter attack on an other front, as skilled as a Team can be.
on maps that don´t allow to fight together you can still go middle without Walking too much and Support your allies on the other sides.
"Encircle how? He has healing+retreat point nearby. He will attack you constantly and get back for healing and reinforcing, while your army will go thin.
I play mostly soviet. As a soviet player I have no handheld AT and have quite crappy stock vehicles which I won't use unless I'm already ahead. So I'm very dependant on my AT guns in order to fend off Luchs or Flak HT, until I will able to use my call-ins. Meanwhile my enemy have retreat+healing nearby and don't have to rely on team weapons with setup time and restricted arc of fire. Tell me how you call me more moblile with these AT guns?
"
Well the OKW can t be everywhere at once, and conscript vs volks early are a pretty fair fight. I agree with your Argument, but i still don´t think it is a good idea to attack a FHQ if you got the same amount of Units as the enemy. the t34/76 is actually not that bad. it is fast and can retreat pretty easily, though rather useless against medium, heavy tanks and FLAK Trucks.
Anyway one allied Player will never take alone a OKW Player with a FHQ Support and a FLAK truck. the only way to do it is to coordinate an attack with your Team mates. Even if the axis Team work together, you will have at least 40 seconds before a decent Counter attack arrives. As I said in the first post, i also don´t think that the game is balanced in 4vs4 match up.
The Flack Truck is the dumbiest Thing ever
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