Hello Coh2 Players,
i developed a new faction idea as the third axis faction.
Maybe relic members read this and implement this faction or build a faction on this concept.
We all must consider that axis are and have been most of coh2 history on the backfoot, where allies have more advantages through the game than axis.
With this new faction idea we should keep in mind that german soldiers had superior soldier training, willpower and technologies to bring victory for the fatherland and that they used this to their advantage.
To make the faction unique this faction has only 1 Veterancy level that is hard to gain, but if you have it units become very dangerous.
Here comes the units for:
"Oberkommando Secret Weapons" or "Oberkommando Wunderweapons"
T0 - Reichsheadquarter Battlebarracks:
245 MP - Reichsgrenadiers
Deploy 5 man squad equipped with STG44, can be upgraded to Reichspioneers.
Ability: Stungrenade, Smokegrenade, Reichspioneer upgrade (40 Munition: can repair and build 105 mm howitzer emplacements).
400 MP - Tankhunter Reichsgrenadiers
Deploy 3 man squad to the Battlefield equipped with 3 Panzershrek.
Ability: Target Weak Point, Rapid Reload (30 Muni: half the reload time for next 3 shots).
350 MP - Kubelwagen Ace
Ability: Blitzkrieg, Suppression, Hull down, Medical Supplies.
T1 - Reichsheadquarter Supportbarracks: build by Reichspioneers.
380 MP - GrW38 Ace Battlegroup
Deploy two 4 man squads.
Ability: Creeping barrage, Smoke barrage, incendiary barrage.
400 MP - Sniper Ace
Deploy 2 man Squad.
Ability: Create cover, camouflage, shoot flare, place vehicle traps (vehicles drive over traps get immobilized for 20 seconds)
T2 - Reichsheadquarter Festung Regiment: build by Reichspioneers.
350 MP - Bunker Ace - Build by Reichspioneers.
Ability: Heal and reinforce units in the sector.
310 MP - PaK40 Ace
Deploy 6 man squad.
Ability: Target Weak Point, Rapid Reload (30 Muni: half the reload time for next 3 shots).
T3 - Reichsheadquarter Breakthrough Regiment: build by Reichspioneers.
280 MP, 40 fuel - Wirbelwind
Medium Tank.
Ability: Suppressive Barrage, Hull down, Incendiary bullets.
380 MP, 65 fuel - Panzer III
Medium Tank.
Ability: High Explosive Rounds, Top Gunner MG42 Incendiary rounds upgrade.
200 MP, 20 fuel - Nebelwerfer42
Ability: Smoke Barrage, Flare Barrage (100 Munition: Expose a large area for 1 minute).
T4 - Reichsheadquarter Wunderweapon Regiment: build by Reichspioneers.
450 MP, 180 fuel - Maus Heavy Tank
Ability: Blitzkrieg, Defensive Smoke, For the Fatherland (50 Munition: motivates all units in sector for 20 secounds).
600 MP, 280 fuel - Command Tiger Heavy Tank - can only be build once in a game.
Ability: improves all units in sightrange of the tank (+20% health, -20% reload, + 20% movement speed).
200 MP, 200 Munition - Stuka Air support. call in offmap Stuka Air support with 40 second cooldown each attack.
Ability: Incendiary Bombs, Dive Bomb, Anti Tank Strafe.
What you think about this faction as third axis faction? How do you think would it fit into the game with the other factions around?
Improvements and critics are welcome. |
Hi everyone,
i played a lot of 3v3 and 4v4 games (all factions) automatched and have a question for you how to handle two situations that i find hard to deal with.
would be nice if you can give me advice on how to handle those situation. most of my problems i have when i play allies, and germans are kinda easier for me.
1. Problem: Early game vs MG spam (especially when theyre in buildings)
- Im facing the "mg spam" quite often vs ostheer. mostly 2 players focus on one side, every player builds 2 mgs, maybe one more and boom i have to deal with 4-6 mgs (in buildings) covering each other on strategic points.
what i try to do:
when i play US i try to tech grenades and try to "smoke and flank" with all my squads from different angles. but often those squads gets yellow suppressed and then forced to retreat all the way back home to base because grens are rolling in and supressed units deal no dmg.
as soviets for me its kinda easier, i build mortar and smoke barrage into molotov the mg, and that works pretty good. but here i have the problem that i can only smoke 1 MG resulting mostly in full retreat like when i play USF.
so what you guys do here?
2. Problem: Hoards of Infantry in one giant Blob.
- i really cant handle players who send all their infantry in one blob around the map. i just get steamrolled.
- if i manage to get the blob retreating, its usually a minute or two when the blob rolls in again and stronger then before.
what i try to do:
as USF: i try to build 50 cal mg, mostly 2 of them. but i cant get it work. usually the blob just runs into it and snipes both mg crews or just walks in and throws grenade.
i also tried the flaktruck but its hard to use vs a shreckblob because it dies when they get 1 shot off.
the only thing that works for me is he sherman but it comes too late for me, because then the game is mostly lost.
as Sov:
i use the maxim and democharges. it works better for me than as usf, because maxims 6 man squadsize. but the problem is similar to the one i have with usf.
when i use the t70 or the flaktruck it just dies to volley of the blob.
when i play germans i dont have much problems with allied blobs somehow..
as OKW: i try to use the kubel early game and its quite good until handheld at comes in. then i build leig and use captured enemy mgs for suppression.
i build flaktruck or luchs to deal with the blobs.
as wehrmacht i feel most comfortable with dealing with blobs. i usually get mg42, maybe another one later on to cover first one and mortar (and keep them close) and that stops most things.
if i see big blobs i just upgrade flame halftrack and later build either ostwind or P4.
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