Welp, I play 3v3 with randoms and generally do well.
Maximize damage while takes as little as possible. I generally do not exceed 3 standard infantry squads, any more can result in more manpower bleed. Most games act like 3 simultaneous 1v1s in the beginning. If you get doubled teamed, this can be good. It means one of your teammates have a large room to breath. Longer you keep two occupied in 1/3 of the map, you gain 2/3 of the map. With the available Mgs on both side, in which it is standard, an early mortars really does help out. Most defensive positions only have an mg and at gun. A mortar is really all you need, plus a spotter/capper. Then your mg can be brought up and pin down the response. Every time you MG has been in a engagement, reposition it. Mortars will come down shortly. LMG units are very vulnerable to mortars seeing they stand still to fire. Attack moving mortars can be quite good, repositioning when out of range. Also, do not build more than 2 mortars. Two is all you need. Additionally look at your allies doctrines before you select yours. There is no need for 2 elephants, or two players building arty. If two players do select arty, only get one. Most people get arty because they can not rely on a team mate for their engagements.
How I play my match ups.
Soviet
T1 vs OKW (flame car)
T2 vs Ostheer (mortar for MGs)
Shocks are mobile and generally avoid indirect but guards are always nice.
Ostheer
T1 2 mortars vs UKF and maxium spam
T1 skip two MGs then a second pio. 251 Flame halftrack for MG spam, other wise pio flamers plus 2 pgrens
Make sure you have a doctrine available that has both a recon and off map for the those maps where arty is likely.
And please do not spam supply drops or opel blitz. They only effect one player while cashes affect all. They all have a similar cost as well. Another note is that do not build more than two fuel cashes.
USF
Their mortar is the weakest so try to avoid it and at most only build one. Mortar Smoke is generally better that its own HE barrage. Think if you need an AT gun for the game or not. Stuart is good vs an mg but Lieutenant building does have issues vs a MG plus AT gun. For pack howitzers, place them so they cover a point you like and use the barrages to cover other points of interest.
OKW
Both the lieg and stuka are both good for indirect fire. If you want to build something else then the lieg maybe better.
I am not very good as UKF so I really do not play them much.
And as a side note, if a player loses their engagements do not immediately think noob. Just remember there just as many other factors, such as bad luck and bad latency. Also there could have been a gamble that when bad or a well placed mine. The best way for me to understand skill level of another player is their army composition. Prime example of bad composition of an ally I had in game. Two M21 Mortar half tracks, a pack howitzer, then he proceed to build two priests while only having 2 riflemen. Two riflemen are not enough to hold the line for the indirect to do work. I could not hold the line against the two panthers and one p4 for I only had an AT gun and a SU85.
In general, still have a well round army and maximize damage.
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: How to git gut in 3 vs 3 RT? 5 Jul 2020, 04:02 AM
In: COH2 Gameplay |
Thread: Java and exit code 13 Jul 2020, 21:38 PM
I think I figured it out. It was flex. Adobe does not host flex anymore and the new owner for flex, their version may not work. An old copy of flex my laptop does work. And there was a similar problem a couple days ago for someone else. Same problem, same fix. Should we find a place for the right flex files or host a correct copy? |
Thread: Java and exit code 13 Jul 2020, 18:31 PM
What are the filenames of your icons? If I remember it correctly, they should be lowercase and should not begin with a number. mortar pantherturm They are both lower case and no numbers. I decided to open up an old mod with icons and same error. |
Thread: Java and exit code 13 Jul 2020, 17:42 PM
So, I am running into a very basic issue and I can not figure it out. For my recent mod, I am adding in custom icons, but I keep running into exit code one. I generally avoid using custom Icons because I am bad at making them. There is no issue before adding it to the mod builder. I have reinstalled flex and java and still nothing. I must be over looking something simple and I do not know what. |
Thread: Mod Release, Design and Live Fixes and Issues29 Jun 2020, 14:33 PM
Also, small adjustments. Grenadier With more availability to the 5 man squad upgrades I have made a small adjustment to their veterancy. Their vet 2 +40% Accuracy has been reduced to +20% but also increased burst length. This will tone down the 5 man squad slightly but the LMG 42 will retain the fire power. This will further divide the difference for the these two upgrades in separating damage from durability. A single STG upgrade is available to Volks if they have a IR STG doctrine. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues29 Jun 2020, 14:13 PM
I decided to re-add the a STG upgrade if the player has gone for a IR Stg doctrine. Removing them initially was to help separate volks from both the Sturmpioneers and Obersoldaton. With volks have more of a durability focus, they can draw fire while other units can flank. This is maybe where there are different perspectives. I sort of view the OKW faction as whole division. For example: a real life Volksgrenadier division has units of engineers (pioneers) , infantry (grenadiers) and scouts (fusiliers) . So rather than directly giving volks STGs keeping the Sturmpioneers weapons exclusive help fills in the role of volks having STGs. I guess it is a matter of is OKW a single division or a group of divisions? Does the doctrines add in a division or change the base division type? In: COH2 Balance |
Thread: Should doctrinal units/upgrades be superior?27 Jun 2020, 23:38 PM
My spiel in which others have said. Doctrines should be transformation, focus on an aspect, and/or provide general support. If a doctrine is viable because it fills in a gap in the roster, then their is something wrong with the faction. Ie, UKF mortar call in, Osttruppen, flamethrowers. Specialist units such as Shocks and Jaegers are generally fine seeing they are not immediately available and specific roles. Tweaks are always necessary. Overlaps are not a good idea. Some call in infantry the most problematic I see right now is Volks\Panzerfusilier and Falls/Obers. While some doctrines do have overlap with themselves, Shock Army and Infantry company. The biggest offender I see to a straight up upgrade is the 1919 weapon rack. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues27 Jun 2020, 17:16 PM
If the health is too great, it can be reduced. Also I just removed the stun shot. The Aim time can be increased, Right now I have it set to 3 seconds. Also, reinforcing from the IR half track would not be fitting. The range was something arbitrary that can be adjusted, that is about the distance of the white lines from the animation. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues27 Jun 2020, 17:10 PM
Still I do not see how volks armed with bolt action rifles make them an AT unit. Volks having STGs is bad in design. For close range damage, there are Sturmpioneers. The global upgrades allow them more durable and better at an all rounder standard unit. There is general less focus on damage for this mod. Volks, panzergrens, and infantry sections all had their size reworked focus on staying power rather than DPS. Conscripts a in a good position and grens are in a better position with more balanced infantry sections. Should we start a poll to see if combat engineers should have PPshs? In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues25 Jun 2020, 01:30 AM
Probably the last design update. The Ostwind Call in for OKW has now been removed. Not a single doctrine calls in Ostheer Vehicles anymore. Ostwind ability replaced with a reworked IR halftrack. Has a natural 35 vision range, but able to see camo units up to 20 units rather than the standard 10. When stationary able to see up to 135 vision range in a 20 degree narrow cone. Gained a number of supporting abilities. -Able to call in one arty flare for 30 munitions, range of 80 units -Able to do the panther mark target ability but with a range of 60 rather than 50 -Able to force retreat a single squad with a range of 60 -Able to 'hull down' When hulled down vision cone is increased to 120 degrees from the 20 degrees and retain the 135 vision range. Is camouflaged when hull down. Spotlight rotates back and forth as an animation The huge range of vision and camouflage may make it actually overpowered. In: COH2 Balance |
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