That was some nice goliath usage!
You did really well in the early game. Generally, you want to consolidate such an advantage as soon as possible, especially with how strong LV meta is this patch. Teching to a panzer 4 made it possible for your opponent to make a comeback.
The mechanized truck is often a much better choice than the med truck if you have the fuel. Your opponent only had engineers, maxims and shocks (= no snares), so one or two luchses would've shut down his whole strategy. Any AT gun he would've made would've been circlestrafed to death by your luchses. You can still heal your units with the medpacks from your sturmpioneers.
Shocks
Shocks can be a pain to play against, but they are pretty easy to counter once you know how:
- Never let them get close. If you only have 1 unit, retreat them once the shocks come close (= length of a tank). If there are friendly units nearby, soft retreat to them (= walking back), then split them up. If you have multiple units, split them up in opposite directions (use the TAB key for this), so atleast one squad can keep shooting: https://imgur.com/a/hI02r1E
- Never close in to them. Shocks have higher short range dps than any axis squad in the game, but they suck at mid and long range. You want to stay at range for as long as possible against them, even with sturmpioniers.
- Bully them with light vehicles. Shocks are expensive and - unlike guards - don't deliver anything in the AT department.
If you still have problems against them: Focus on one side of the map and only harrass the other side with single units. This way you lock up an expensive shock squad on the other side, while severely limiting the effectiveness of the other shock squad on your side. (Note: avoid this if you can afford to play both sides)
Nades
Avoiding nades becomes much easier with experience. Some tips:
- Yellow cover doesn't reduce nade damage at all. Green cover (directionally) reduces nade damage by 50%. Move sideways when you're behind green cover and the enemy throws a grenade. This way you keep the green cover bonus (also, your opponent expects this less when he throws a predicted grenade). Also, on a related note, your volks can make green cover sandbags for free!
- Avoid having your units clumped up. They're much more susceptible to explosives this way. This is also why you're generally better off placing an MG in neutral cover instead of yellow cover; squad members love bunching up around yellow cover, resulting in easy nade wipes. You can use rightclick + drag to have more fine control over how your squad members spread out.
- Always be prepared for nades. Most squads can have nades at some point in the game. Keep checking back on engagements every few seconds, keep close attention to squads yelling about nades (I'd advise setting speech higher than SFX in the audio settings), notice if the enemy acts suspiciously (e.g. squad suddenly moves out of cover).
Mines
Most mines don't deal a huge amount of damage, but they're definitely an extra micro tax (like nades), which can be hard to deal with when you're new to the game. A few tips:
- SHIFT-move around obvious mine spots (closest edge of a capping circle, roads with red cover, narrow chokepoints, etc). Be extra cautious there where you know an enemy engineer went.
- Retreat your squads once they have 3 men, so they don't get instagibbed by a mine.
- Upgrade sweepers ASAP against soviets. Soviets love spamming mines and tripwire flares and will probably lay them as soon as they have the muni for it. Do a thorough sweep once you've secured the enemy side, keeping an eye on the notifications on the left of your screen. Always try to keep a sweeper at the frontline when assaulting with your army or with a vehicle.
Manpower
You floated 1000 manpower towards the end of the game. Some ideas for spending it:
- Make one or two obers. These units demolish any allied squad at range once they have their LMG. Like shocks, they can't do anything against vehicles, so make sure you have enough AT to back them up.
- Make more raketenwerfers. One raketenwerfer isn't enough to scare a tank away. Two will probably scare a tank away and makes it possible for the raketenwerfers to cover each other. Three will make short work of a rushing tank if your opponent doesn't react quickly enough. they're a nice, cheap stopgap between your LV and P4. Do mind that they die very quickly cause of their short range and lack of gunshield.
- The MG34 is nowhere near as effective as the MG42, but it's still useful for slowing your opponent down. Place one where the opponent is likely to harass you (your cut-off for example) and he will likely have to return later with a bigger army or a vehicle, giving you time to react.
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Post History of JibberJabberJobber
Thread: Wehrmacht noob back with OKW goliaths14 Oct 2018, 19:36 PM
In: Replay Reviews |
Thread: Feedback for Commander Revamppatch14 Oct 2018, 15:24 PM
I sincerely hope the balance team doesn't take some of the posts in this thread too seriously.. In: Lobby |
Thread: Axis Units Never Pose a Serious Threat13 Oct 2018, 19:03 PM
What's the point of this thread again? The previous one was already embarrassing enough In: COH2 Balance |
Thread: Feedback for Commander Revamppatch13 Oct 2018, 18:21 PM
... Honestly, this whole patch seems to suffer from feature creep. Take the M42 or stormtroopers for example. In: Lobby |
Thread: G43 rifles vs MG42 light machine-gun 13 Oct 2018, 01:08 AM
Wehrmacht jaeger command squad has 3 normal g43's (and 2 kars). In: Strategy Desk |
Thread: Wrecked by USF RE blobs12 Oct 2018, 21:37 PM
Another thing that'll help is learning to judge engagements. If you don't think you're going to win a fight it's usually best to retreat and save your manpower. There were a lot of engagements in that game where you had single Grenadier squads fighting two enemy squads at once. Never be afraid to retreat if you don't think a fight is in your favour. To add to this comment, you could think of it like this (as a start): Moving: 50%-90% enemy squad effectiveness Red cover: 80% enemy squad effectiveness Neutral cover: 100% enemy squad effectiveness Yellow cover*: 150% enemy squad effectiveness Green cover*: 200% enemy squad effectiveness Garrison cover: 200% enemy squad effectiveness (but lower when insufficient windows) *(when every model of the squad is behind cover) You need equal or higher effectiveness to the enemy to have a decent chance at winning an engagement. That means you have to make decisions. For example: 1. Do I risk closing in to negate the cover bonus of my enemy? 2. Do I want to flank the enemy? (against directional cover) 3. Do I seek cover? 4. Do I throw a grenade so I can still win the engagement? 5. Do I send more units / use heavy weapons to help with the fight? 6. Do I use short or long range squads? 7. Do I back off / retreat to save mp? This is also why blobbing works so well at lower ranks: the blobber will consistently have engagements where he has (much) higher effectiveness and thus takes little damage while dealing substantial damage to the enemy. At higher ranks efficiency starts becoming more important however: a few squads in heavy cover can fend off much larger armies, while other units are used to flank or are capping the map, which means the blobber loses the map and risks losing squads on retreat. Also, weapons like mg's, mines, arty and tanks deal much more damage against blobs than against single squads. I just hope you get the point: you want to be as effective (outnumbering, using cover, using proper tactics) as well as efficient (using each unit where they're needed most, minimizing manpower bleed, getting the right counters) as possible. Warning: I'm probably mixing the terms up a bit. In: Replays |
Thread: G43 rifles vs MG42 light machine-gun 12 Oct 2018, 21:34 PM
You could also use both: use two G43 grens to flank while having 2-3 LMG grens to take long range engagements, occupy houses, etc. Also try to use interrogation, it's free! You could also try pgrens with G43's: they get increased sight, much higher long range damage (20% more than vanilla grens), while maintaining superb short and midrange damage. I find G43 grens don't work that well against rifles with BAR's, because they get outperformed at all ranges, whereas LMG grens still beat them at long range. The same is probably true against penals. In: Strategy Desk |
Thread: So Axis SMGs really are intentionally inferior?12 Oct 2018, 20:55 PM
Agreed. Also SMG's often have better multipliers while moving than bolt-action rifles, which means they can chase whereas bolt-action rifles should stay still. SMG squads are also often closer to the enemy, which gives them a longer window of opportunity to shoot. LMG's have the opposite where they deal less damage at close range than long range. They also have to reposition often. Generally from best to worst at chasing: 1. Assault rifle squads 2. SMG squads 3. LMG squads (besides BAR squads) 4. Rifle squads Paratroopers and rangers with thompsons are by far the best squads at chasing. Paratroopers almost guarantee a kill when they use focused fire (I rather have 3 rifles on my retreat path). Edit: just remembered I haven't tested stg obers yet, they might be better. In: COH2 Balance |
Thread: So Axis SMGs really are intentionally inferior?12 Oct 2018, 19:53 PM
Thank you, didn't know about some of this information. Also: besides ignoring cover, IR STG's also have extraordinary dps on the move.
Can you elaborate on point 4? What SMG's do you mean in comparison to what other weapons? Agreed on point 5. In: COH2 Balance |
Thread: So Axis SMGs really are intentionally inferior?12 Oct 2018, 19:31 PM
This is true for some SMG units, but some of them have the necessary tools and deal enough dps to make it worth using them: - Revamp stormtroopers: very strong cloak + smoke nade - Commando's: very strong cloak + smoke nade (or super nade) - Shocktroopers: high survivability + smoke nade Then there are the weaker SMG units that scale much worse and have weaker tools, which makes the trouble of using them not really worth it: - Assgrens/feuerstorm volks/arty officer: MP40's have low dps and aren't good on the move. - PPSH conscripts: Only get three PPSH's with low total dps. Although conscripts don't scale that well anyway and once they've closed in they can use hit the dirt which makes them 50% harder to hit. - Assault engineers: Good dps with 5 men, but no tools to close in on the enemy. Squads with more of an assault rifle profile, like rangers and panzergrenadiers, don't get these luxuries, but instead get stronger midrange damage. This makes them useful at a distance from the enemy, but also makes it harder for them to close in to deal their maximum dps. --- The problem with close range combat in CoH2 is: 1. Long range units are easier to use. 2. Close range units will be focused fired on by the enemy while closing in / when closed in. 3. Close range units will be shot at for longer when retreating. This doesn't mean close range squads are useless, it just means you shouldn't compose your core army around it. A good flank with a strong close range units can absolutely devastate your opponent because he often has no way to deal with the massive dps once they've closed in. Keep these tips in mind: 1. Don't use them on their own; make sure the enemy is occupied with something else. (Less important when you have cloak or the enemy squad is on its own). 2. Close in when the enemy has low hp or target the retreat path when your enemy has something like a bar blob or something else that has strong close range dps. 3. Be creative at which angle you come in. In: COH2 Balance |
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