I tested it for you as well, scavenging an ISU-152 gives you 19 fuel and 24 munitions, which is great.
Also consider Recovery Sappers have:
- Smoke nades.
- Faster repair rate.
- Free sweeper (does make it harder to vet them up in combat).
- Flares over wrecks when called in.
So there's really no issue with them. |
At least now, with elchino7 adding critically missing context there is something more then random table.
Still, there is nothing to discuss and I have no idea why this even exists here and apparently vipper does not want to tell either.
Just lock this pointless troll thread and be done with it.
That random table is art, you wouldn't get it.
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If I am using this correctly, it looks like conscripts essentially lose to grenadiers at volks at all ranges, penals and riflemen have to be closer out DPS grens/volks
The information is displayed per model and per weapon, so it's not easy to compare whole squads with each other.
It does give a good general indication of how to use a squad tho:
Conscripts, Volks and Grens all have a similar dps curve without upgrades, so they're decent at all ranges. Sections have a really flat dps curve, so they're best used at long range. Penals and especially Rifles have a bumb at short range, so you should using them at close/mid range.
does the DPS for infantry sections account for the cover bonus they get for increased damage?
Yes, actually in cover they have their normal dps, while outside of cover they get some slight debuffs.
I guess the cover modifier is how much DPS that unit can do to a unit in whatever cover you choose?
Yes.
Having 50% less accuracy against a target translates almost directly into doing 50% less dps (for small arms at least).
Doing 50% less damage against a target also usually translates into doing 50% less dps (for all weapons). |
Usually all having a good KDR means is that your opponent isn't able to get his shock units and counters out at an optimal time due to manpower bleed. All you have to do is get your own shock unit ASAP or other units that help with gaining map control or doing manpower damage.
Usually you want to convert any advantage you gained into obtaining more map control or doing more manpower damage as soon as possible. You want to keep up the pressure. Skipping a strong shock unit to stall for an even stronger shock unit because you're ahead might allow your opponent to get back into the game (for example skipping the T70 to go straight for a T34).
If your opponent has both a worse KDR and struggles with map control, you could try punishing him further by doubling down on shock units. So instead of getting a single T70, you'd go double T70. No big deal if you lose one because you're so far ahead, meanwhile it gives you even more pressure. Don't go overboard on this though.
A cache would actually allow your opponent to come back into the game, because it takes a long time to pay for itself. Getting an additional unit instead would translate into gaining more map control, which not only means you get more resources, but also you means you deny resources to your opponent. This is not as important in team games, because the frontlines are more static, so a cache or two in the mid game is fine. |
why is it that bolster is necessary to win fights, but brens are not? Is there a good reason for this?
Bolstered Sections are already really good without slot weapons, they'Il reliably beat STG Volks and LMG Grens at the right range, especially if you're making use of their sandbags and keep them healed up.
The Bren is also more of a sidegrade than an all-around upgrade. USF's BAR increases dps at all ranges and can fire on the move, OKW's STG increases dps at all ranges and can fire on the move, OST's LMG42 is stronger compared to a single Bren and Grenadiers need them to compete because they can't bolster like Sections.
You trade 45 munitions, a slight decrease in short range dps, one less weapon that can fire on the move and reduced mobility (LMGs take more timing reaiming) for a moderate increase in mid and far dps. Bolstered Bren Sections can be really strong, but it's not necessary to win infantry engagements nor always the best choice.
As you are mentioning OKW and med kits, I typically do go with mechanized. Is there any good reason to go medic truck? (probably differs between 1v1 and bigger team games I assume?)
Medic Truck saves you a lot of munitions you don't have to use for med crates, allowing you to get weapon upgrades earlier and place more mines. It also gives you the Flak Truck, UHU and LeiG which are all decent in their own right. It also costs a bit less fuel than Mechanized.
Mechanized gives the Puma - probably the best light vehicle in the game - which makes Mechanized worth it by itself. Stuka Rocket arty is very strong in team games as an 'easy' way to get wipes and displace team weapons, not so much in 1v1. Luchs is also good. If you're playing team games and your teammate happens to be Ostheer, I'd always go Mechanized while he makes a medic bunker for you. |
Do you recommend leaving an HMG behind to cover a point of interest, such as stars/fuel/muni? Or should I be constantly pushing/moving up with them to be aggressive?
In the early game you should definitely use an MG actively to win fights and gain map control, this is especially important for Ostheer or USF.
Later on once the map stabilizes and aggressive mg use becomes harder to pull off, it's fine to use an mg more passively, but don't just leave it in a corner at this point, you still want it around your main army. The center VP is usually a good spot to keep your MG around. If you manage to control the center of the map, it gives you many opportunities to gain control over the rest of the map.
At an even later point in the game, when everything just becomes a VP struggle, it's fine to keep minimally supported MG's around VP's and other important locations just to slow the opponent down, micro is sparse at this point. Only thing you want is avoiding them getting wiped and slightly repositioning them after your opponent walks into it.
Using an MG aggressively is really strong, but it gets harder/riskier the further into the game you get. Here's a top 10 player using 2 MG's really aggressively in the early game: https://www.youtube.com/watch?v=8FmMDU5BQes but even he decides around the 8 minute mark to just mostly let them guard his 2 VPs once his momentum slows down. |
Agreed with GiaA, they're usually worth it, but to go into some more detail:
Osttruppen are probably the only infantry where the munition to manpower ratio isn't directly worth it (16mp per model). That said, most Osttruppen builds include Panzergrenadiers that have juicy 34mp models, so it's worth the gamble. Also, even if an Osttruppen squad does hit a mine, it stands no chance against something like a Conscript squad anymore, so while the economic damage isn't great, it still weakens enemy field presence.
You should be looking at multipurpose mines differently depending on the faction you're playing. Soviets and UKF have the luxury to use mines as attritional tools to afflict manpower damage and slow your opponent down. The 7 men upgrade comes late for Conscripts and - while strong - doesn't have to be rushed and Brens aren't necessary for Sections to win fights (bolster is), so both these factions have lots of spare munitions in the early/mid game to spam mines. As USF and OKW, mines should be used in a more limited tactical way to secure flanks, bait vehicles, deny cover, etc. You don't want to place more mines than necessary, because you need BARs and STGs asap to keep your mainlines competitive (also med kits as OKW). The main Ostheer mines are already tactical in their nature. |
Hello,
What is some advice you can give for MG, mortar, and AT gun placement? What has your experience been in making effective use of these?
I think I struggle the most with AT guns, but really looks for general tips that may even help others that stumble across this post.
MG: Reposition it each time its location has been revealed, especially if it's unsupported and open to getting flanked. A good player doesn't walk into the same MG position twice.
Mortar: Keep it as close to the frontline as you can get away with and its value goes up allot cause of reduced scatter. Besides that, use smoke barrages constantly, it's tactically very useful against team weapons (much more so than normal rounds). HE barrage should be reserved against unmoveable targets or units in the fog of war, otherwise it's better to keep it on autofire in my experience. You want consistent damage with a mortar to win fights, not try to go for wipes.
AT guns:
- Don't attack move further than your own frontline or before you know it your AT guns will be walking into enemy territory once no vehicles are in sight anymore.
- You want 2 AT guns once medium tanks start arriving, if you can afford it. You go from needing 4 volleys to kill a medium to needing 2 volleys.
- If a single AT gun gets flanked by a vehicle, you want to be reversing while rotating instead of just rotating, it's faster and less predictable.
- If 2 grouped AT guns get flanked by a vehicle, you want to move your AT guns apart from each other so the enemy vehicle gets shot by one of your AT guns while trying to kill the other.
- I find multiple AT guns work best if they're all facing the same direction instead of each covering a different direction. However, they should be seperated slightly if you suspect rocket artillery or powerful off-maps like fragmentation run or cluster bombs.
- Ideally you want to keep your AT guns close to your vehicles, especially if the vehicles provide sight like a T70 or 222. AT guns shouldn't be acting on their own, but act as force multipliers for your vehicles. The best way to improve AT gun coordination is to play 1v1/2v2 Soviets and going T70 with double ZiS gun. The T70 is vulnerable without the ZiS guns and the ZiS guns are vulnerable without the T70, but together they're almost unstoppable, even against something like a P4.
- Use the abilities on your AT guns frequently, they're all very good. Especially TWP for the Pak40, Barrage for the ZiS-3 and Take Aim and Sabot rounds for the M-1, but the others also.
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Is it ever really worth putting team weapons in green or yellow cover, or is it too big of a risk for clumping and squad wipes from grenades?
It depends:
Is your HMG screened by squads in front of it? No cover might suffice.
Does your HMG have to cover a part of the map alone? Green cover becomes very valuable here, especially if opponent sends a blob. Green cover not only gives much greater survivability but also mitigates the effect of deathloop where the gunner get continually sniped.
Is it early game? Clumpy yellow cover could work as there isn't much risk of nades or other explosives yet. Otherwise it should be avoided.
Does opponent have rocket arty? Green cover becomes a bad idea cause rocket arty has full damage against green cover. There are also other units that are strong against green cover like flamethrowers or AVRE.
Yellow cover from craters is almost always a good idea because it doesn't tend to let squads clump up, unlike most natural yellow cover.
Bonus question, when AT guns are set up, do they get a green cover bonus? I heard people say this, but I never really noticed during matches.
The green cover bonus on gunshields is strange and you shouldn't rely on it. It only works from certain angles in certain cases.
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Is this accurate and confirmed? I know there are some exceptions in terms of flame damage I think.
For most small arms it's correct, on this site you can check cover modifiers for any weapon: https://coh2.serealia.ca/
One thing that confused me was how he mentions close quarters combat negates green cover or building covering? He said it is negated within the 10 range, which is important info for close quarter units like shocks, panzergrenadiers, and assault engineers. Does this apply to yellow cover as well?
Yellow and green cover get negated within 10 range, but NOT garrison cover.
It's important to note that 'negated' cover at close range will turn into neutral cover and not just stop existing. So if opponent made a sandbag made on a red cover road, he won't suddenly be getting a red cover penalty once you've closed in on the opposite side.
Do units in yellow cover get the 50% change to miss even when it comes to tank shells?
Tank shells against infantry mostly rely on scatter, not on accuracy, so it won't help much.
Infantry models have a target size around 1, while vehicles have a target size between 15 and 26. This target size gets multiplied with the accuracy value of a gun at a certain range. Because tanks have low accuracy compared to small arms, they only have around 2 to 8% chance to directly snipe a model (if it doesn't, it becomes a scatter shot). With yellow cover you'd reduce this small snipe chance by halve.
You could make a case for using yellow cover against vehicles with shitty AoE that rely on sniping to kill models. Think of the Puma, AEC, Stug and similar AT vehicles.
And, since it is a bit of rng, is having one unit in yellow cover vs. 2 in, say, neutral cover worth sticking out in case rng nets you more kills than losses, or is this a typical instaretreat situation?
Let's say each model does 16 damage and has 80 hp:
- You have 1 model that does 16 damage and has 80/0.5 = 160 effective hp cause of yellow cover.
- Opponent has 2 models that do 2x16 = 32 damage and has has 2x80 = 160 hp.
You're still at a disadvantage cause your opponent can dish out more damage. However, while you might not be able to win, you might be able to drop one of his models before you have to retreat with some luck. |