You will definitely need ostruppen doctrine or mobile defense doctrine to use against the Brits and Soviets. Ostruppen right now are great due to the recent patches. They also have a nice defensive cover bonus. |
One more thing I aactually prefer COH2's starting factions over all the new factions. I find both of these factions to be considerably more balanced than the other 3 factions of course that is probably a no brainer considering they've been in the game longer than the other 3 factions. But maybe I am just old school. I love playing SU and Wehrmact. |
I mained SU back when it was T1 cons into T4 SU-85 back in 2013. what you are telling me now is you think T34/76 is useless (I can go halfway there)? It's not as useless as some players may think, make a pair of them or you make 3 of them if able and if you are not content with that you go straight into SU-85 your Shock troops are amazing as the SU though the SU get pigeon holed into them Don't forget the Guards Rifle call in either they recently got a nice buff patch and there are bulletins that make them worth while the 2% accuracy 3% dodge stack all 3.
Obviously that's all the Soviets have is ZERG but notice I said Allies in General. then added Soviet's conscripts are not so good. I prefer Soviets over the spammy bullshit USF and UKF. Basically if you want to play soviets you do the same thing you do when the game was released. back when PZ4 were gods. You go conscripts/shocks into SU-85. or you can be brave and Mass T34/76. |
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This post is the manifestation of everything that is bullshit about german factions.
I played Ost a few weeks ago for a few hours and it was so easy. No fucks given about early armor whatsoever.
What's bullshit is the ability the allies have to just bounce back and the rapid production of replacement vehicles. What's wrong is the spam and cheese bullshit Allies use against the Wehrmact. All factions have their problems but you are so short-sighted it hurts. 240 munitions is ALOT shrecks have been nerfed quite a bit as well they used to have a great long range. They also are a 4 model squad and with shrecks they are only good for AT and emplacements. that upgrade destroys their ability to fight other infantry. it is a trade off. Plus you also forget the fact German armor is expensive thus it takes a longer time to produce unless they go ostruppen into P4's.
The manifestation of bullshit you so eloquently put is the allied factions themselves and their ability to fucking ZERG down germans. you are being completely short-sighted. Honestly think and analyze each faction before you show a bias without evidence or informed opinion.
As fasr as dealing with T-70 1 TELLER mine blows it up. 222 + gren supporting fausts will kill it. Or rush a pak40 out. you can also harass it with Fausts but as soon as you see it you have to play defensively and if you attack be sure to do so in force. Each faction has their strengths and weaknesses. Germans have quality and Allies have quantity and stronger T1 units with the exceptions of Soviet Conscripts (Still good just not as good as tommies and doughboys) |
Uploading a replay is very helpful so we can see what it is you are doing against them. Plus you are USF your rifles are great and the first build you mentioned "capt-> Stuart/p.howie" is what you should use against the Ostheer. you could even forget about the pak howie and grab an anti tank gun. + make aure you go bazookas.
If you go the LT route you need to make SURE YOU GET YOUR M20 OUT fast!!!! it has a small window of oppurtunity to inflict a high amount of damage and secure more of the map for you. + don't be afraid to use the anti-tank mine the M20 gets *correct me on that if I am wrong* but you need to use it to push MGS off the field and secure those cutoffs.
You could try a very aggressive early game by fielding 4 rifle squads into ambulance into captain and fast tech into Shermans or jacksons. but that requires you to tech into grenades in order to smoke out his HMG'S he will use to counter you. the USF fair generally well against the axis powers. They have a lot of utility and their tier 1 units are extremely powerful I don't think you are abusing the power your rifles have in the early game.
anyone else in the thread can pick apart my suggestions if they want. I do not main USF I play SU and East Germans. I hope the tips help. |
For the record, re Assault Mechanized Commander (doctrine) abbrev. MAC play.
(Nerfed) Assault Grens and Mech Assault Group FTW!
What follows is a specific warts 'n all soul bearing example in support of my affirmation of this commander in the two preceding posts for those interested. If not, move along. Nothing for you here.
My regular 2v2 partner and I used this double MAC 'shock strat' last night, well early morning actually, in a contiguous 2v2 automatch session from 2300hrs through 0600hrs local. We were on an 8 win streak including the previous night's results (+2) until our first loss against a way higher ranked US+Brit pair with all the PTW Über-commanders who also were lacking any embarrassment at their exploitation of them.
Not to deny their 'give it their all' play or ultimate victory in that match, but it was a longer game in which we equitted ourselves respectfully well versus Über-spam from 'the blobster' US player in particular, and which as a game could easily have gone either way for most of the match until a decisive crux.
Rather than the MAC strat, the critical contributory factor to our loss on this occasion was my teammate's fatigue after 6 games in the following circumstances. I had started fairly fresh having had four hours sleep immediately prior to our session, whereas he had been up all day after a similiar all night session the previous day. I saw his critical thinking and situational awareness curves just crash with the fatigue combined with higher level of pressure from these particular opponents excacerbated by the fatigue of having played 6 games immediately prior. Not grumbling. We're a team. Our fault. Our loss. How it goes. Just saying is all, pointing out aspects of the game that influence outcomes other than just commander choice and raw play ability when any player is at their optimum. i.e. Warmed up, but not fatigued.
It should be pointed out that we are both at a tech disadvantage in terms of hops from the battle server, and my partner in the particular is hobbled with a low performance PC for this game, not that mine is actually anything resembling a ball tearer either. In fact, I'd consider mine minimum acceptable. I don't really know how he copes with a slower CPU. And those factors count, much more so in COH2 than COH1 IME. I have an upgrade on the cards purely motivated to do so for this game to include SSD (already purchased), Skylake i5 6600K, Z170 mobo & 16GB Skylake optimised DDR4 with a replacement GPU as well, although might hold on that until AMD top dog of the moment segment tiers or my mate wants to flog off his 980GTX. 8GB R390 would be where I'd go ATM if I bought NOW, but I want to try and avoid the power consumption of that prev gen AMD die. But I digress.
At the point of the first loss when I noticed his sudden onset of fatigue -about the 6th or 7th consecutive game, we should have just stopped playing then. But he, we, both wanted to continue much even though we shouldn't have because we just enjoy playing. Unfortunately we drew the same map detested by both of us, Vaux Farmlands, which we should have deselected. Ouch! A subsequent 2nd loss. Realising a primary factor being his fatigue, rather than continue and in all probability incur an -8 streak on our Ostheer profile, we decided to lighten up and switched to double Soviets. Much to our surprise, we won the next two quite tough games against considerably higher ranked opponents on Rails and Metal (Wehr+OKW) and then Minsk Pocket (double OKW => Jagtiger+KT) before losing the next two. My fault. I should have insisted my teammate hit the sack as he was all but physically alseep and unable to scan or multi-task at all by then. Kudos to him for hanging in as well as he did. Those of you who are nuts about the game will understand how hard it is to stop playing when you aren't stats obsessed. All in all a monster session through the night and morning hours of darkness with games ranging from 14 minutes (quickest opponent surrender) through around and hour.
MAC works as you can see from our initial six games when we were fresh winning all, four of them against considerably higher ranked opponents. I really don't think the MAC is OP in reasoned analysis. What it is however, is an unusually well balanced solid doctrine which just needs to be used appropropriately, and probably particularly well suited to the temperament ipso facto dominant inherent natural play style of a player. I find it a doctrine which suits an RTS 'eagle' who has a mobile and aggressive opening play style but who concurrently has the nous to consolidate on those advantages rather than abuse by overuse (spam) which is a mistake. For example, we generally find we deploy only one expensive Mech Assault Group in any game, but usually together which has an awesome impact at the time of deployment within its entry availability window. In double deployment, the overall impact of double AG opening supported by an MGs and MAG is simply SHOCK and DISRUPTION for which we find many opponents are simply not prepared or able to adapt throwing their intended strat plan into disarray. Especially good if able to inflict lots of early total model loss casualties against a Brit or double Brits which really hits their MP curve hard. Schweiß für Blut!
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8350 processor FX AMD
16 gigs of Gskill 1866 Ram
Asus M59A R2.0 motherboard (was around 200$)
750WAtt power supply with a 26 overhead Wattage (power left over after running my system)
I run basically any game I want any time I want. |
Ostruppen play |
Also if the Soviet player goes Maxims to try and hold your ostruppen wave use the ARTILLERY officer and drop SMOKE ontop of the maxims and advance!
PROSTRUPPEN! |
Use the Ostruppen doctrine, get 5-6 ostruppen early in the game build a infantry Kompanie when you think the Soviet player is going clown cars. Cap as much of the map as possible with your ostruppen and engineers. Always use your ostruppen in green cover and use groups of 3 or 2 squads with engineers and slowly push the soviet conscripts and engineers back. Also be sure to equip your pioneeers with minesweepers to preserve your ostruppen. Once you have enough resources go T2 for panzergrens then T3 for pz4's. I will link a replay when I get home of what you can do with Ostruppen. |