Sittard, without a doubt. That map inspired me to actually start using my vetos.
I once won a 2v4 on that map after two teammates quit, but it took forever and there was so much artillery flying around it was absolutely ridiculous. After a few more times just camping and bombarding the central VP I decided to try and flank. Spent literally the whole match trying to repair one of the bridges, has 7(!) engis all working on it dodging stuka bombardments. One enemy parked a raketen on the other side and just shot the bridge over and over, still my engis could only barely repair it. Once he built a jagdpanzer all my hopes were dashed.
Even though I managed to rebuilt it twice, I couldn't even cross the bridge before the Axis artillery blew it to bits like the very fist of Hitler himself smashing into it from Olympus.
And my team still won.
After that I vetoed it and stopped playing anything above 2v2 altogether. Every night I send a prayer to RNGesus that Relic will add Lyon. Fucking loved that map. |
OKW weak? LMAO. Please, with the T1 assault pios and the kubel, the quick denial of a vital are wins the game in the long run. And the flak truck dying to one AT gun? haahahaha. Like what OKW just leaves the truck to get plinked to death by one AT gun.
Axis over all get more OP as the game length increases. Looking at the game stats, overall wins, and win percentage is proof enough. All the axis lovers who glaze over these OP threads, do tell, why the stronger Axis stats then? A) More people play axis because its OP. B) Few and far between good USF players to give any team games a fighting chance.
Every time I play CoH2, I get reminded why I go back to CoH.
Kubels can't cap, so if it's in one place doing area denial and you can't kill it then you're free to cap around it position, an the OKW player will also have to dedicate a squad to supporting it leaving them with even less capping power.
And since the AT gun has more range than the SHQ and damages it faster than a sturm can repair, all you have to do is protect your gun for a bit an the SHQ is gone, which puts you in a great position to push. Generally speaking I find that a SHQ in a very forwards position ends up hurting the OKW more than their enemy, as it can't actually defend itself since anything with range or decent armor can kill it. If you're playing OKW an they build a SHQ, the easiest counter is a supported AT gun, which forces OKW to attack the gun or lose their SHQ. |
1. It's "faction," not "fraction."
2. Sturms are not effective if they have to close on a stationary target. Even cons can wipe them in that situation.
3. SHQ is hard countered by a single AT gun, if you for some reason can't afford armor.
4. Panther is a tank hunter, IS2 is a heavy tank. Either way, a Panther will lose to two T-34/76 or even just one SU-85 if you know what you're doing.
5. Volks suck at killing infantry. Their Shreck upgrade is their greatest redeeming feature that makes them not total shit. If your armor is being killed by volks, stop building armor like an imbecile.
6.The resource conversion is not 100% efficient, and if an OKW player uses it often he will be handicapping himself.
7. The Kubel doesn't require micro to kill. It literally only takes two infantry squads that aren't right next to eachother to push it off and it'll die to three squads shooting at it before it can even get away. As a matter of fact, it takes far more micro to use a Kubel effectively than to kill it.
8. Every faction has some way to heal and reinforce in the field (except SU, which can only reinforce non-doctrinally). The OKW truck's advantage is that it takes some dedication to kill, but it's weakness is that once set up it doesn't move. Once again, a single AT gun can take it out.
9. The OKW flaktrack is an area denial weapon. If your enemy is trying to use it offensively, then all it takes is a few AT nades, an AT gun, or some handheld AT to kill it. It's fragile and requires support and micro to be effective, and costs vital fuel. Not even close to OP.
10. Your idea of the Puma is simply wrong. It could be and was used against armor.
11. Stuka has a predictable barrage pattern that makes it easy to dodge, and reloads at the speed of a dead tortoise, and is expensive.
12. Panther is not nearly as powerful as you make it out to be. Any trouble you have fighting a Panther is because you're improperly equipped, not because it's some god of war.
13. Seriously you need to L2P. |
Once a certain number of AT guns are built, tanks become obsolete, and things devolve back into midgame.
Watch as me and my 2v2 partner's usual strategy overwhelming armor is turned on its head by the sudden appearance of a Pak 43 behind a staunch defensive line. With our armor rendered ineffective, we decide to switch to a new strategy: AT guns.
A battle full of heroic moments as a couple valiant Soviet tanks defeat the combined might of the heaviest armor Germany can muster, a battery of AT guns fend off wave after wave of armor, and riflemen conduct guerrilla warfare on the sidelines as cheap infantry are sent to their deaths amidst the ongoing artillery barrage on the central VP.
Made all the sweeter by the fact that it's a rematch against a couple guys that beat us not ten minutes before. |
I don't find demos to be a very big threat, personally.
When I play SU or USF Armored Company then yes, I do use demos to great effect against many opponents. I place them on fuel points to wipe backcappers or on chokepoints to defeat blobs with one click.
It's precisely because I use demos as such that I actively avoid them when I play Axis. I never simply click on a capture point, instead actually holding down the RMB so I can precisely control my squad's positioning and make sure there's only one model in the circle, on it's very edge. I find it hilarious when my enemy then sets off a demo on the point only to kill at most one man, and it even seems to counter booby traps fairly well. As an added bonus, it lets me cap faster as I don't have to spend time traveling into and out of the cap circle.
I keep my units spread out, so there's never multiple squads overlapping, especially when going around corners. As OKW I give every Sturm a minesweeper (it's great that they can put them away and thus not lose DPS) and if I really have to move my units together then I put those sweepers at the front of the line. As OH of course there's usually some debate between a flamer or a sweeper, and usually I'll just hold off on sweepers for them unless I've actually seen my opponent using mines or demos.
Long story short, demos don't ever make a major threat to me, because I take precautions against them at all times. They do, however, seem to really piss off my enemies, who don't. |
I don't really understand what the big issue is with blobbing. In my experience, any engagement against a blob is generally pretty easy assuming that the blob does not have a large resource advantage such as weapon upgrades or just plain number of squads. In a fight between a well-managed group and a blobbed group the blob will always lose because they don't use cover effectively and are extremely vulnerable to things like grenades, mortars, MGs, or crushing.
Whenever I realize my opponent is rampant blobber (some of which seem literally incapable of not having their whole army selected at once) I give a heavy sigh of exasperated relief. Because it's so easy to fight. Too easy to fight, even. Was OH a couple MG42s will nullify his entire force quickly, as OKW a pair of flaktracks will nullify it and kill his force too, as SU I build a Maxim and a mortar or just let my superior micro do the job, and as USF once again the flak truck comes to save the day.
Blobs are already ineffective. If you can't beat a blob with a force of equal value then you just need to learn to play, and if the blob beats you even though you're using good micro then it's probably a greater value force in which case your opponent is defeating you strategically instead of tactically.
And blob A-moving around corners are just like gift-wrapped vet for anything that explodes or suppresses. |