Something people forget when dealing with falls/pzfusilier blobs. And this is very important in general too. Looking at you USF hamster wheels.
DO NOT FIGHT THE BLOB WITH INFANTRY. They will outnumber you, Lanchester's Square Law will apply and you will be flattened.
By depriving them of bleeding you and gaining vet, you will make your life much easier. Attack everywhere except where the blob is. They will be forced to split it apart to cap or be chasing their tails round the map.
In any case falls are outscaled hard by Obers, the people you will have serious problems with late game. And they don't need to blob.
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For Italy! We have outfoxed the enemy once more!
Post History of Lady Xenarra
Thread: Advice for a noob needed: Blob control in team games5 Jun 2021, 21:22 PM
In: COH2 Gameplay |
Thread: End of Master League Patreon system/ major tourney series.3 Jun 2021, 09:18 AM
It was a great run and you've all more than earned your rest. As others have already said, till the next time hopefully ![]() In: Lobby |
Thread: Most effective counter to concrete bunker?2 Jun 2021, 13:55 PM
Concrete bunkers are hard countered by simply not existing in 98%+ of matches. Aside from that, their high cost and static nature means that anything that can properly damage buildings will deal with them fine. I believe they have 960hp to a regular bunker's 480hp. The incoming patch gave them a little buff but I don't expect them to get used much more, esp when OKW repair HQ exists and 2x regular bunker can do overlapping fields of fire/defence in depth. In: Strategy Desk |
Thread: Commander Update 2021 Live Now2 Jun 2021, 10:57 AM
I call this "The Curse of Counter Battery", guess we'll have another week at least of the winter patch ^^ In: Lobby |
Thread: RK 43 7 May 2021, 11:07 AM
Btw, just looking at the camo bonus of the Raketenwerfer: I think I suggested changing the dmg to accuracy a while back, not the only one with the idea either, but the suggested change did not get much traction. You've already answered your question, there are no realistic situations where the damage comes in handy. With how easy this thing is decrewed, getting/keeping vet III raks is a feat in itself imho. In about 100 3v3+ games I've managed to keep a vet III RW a handful of times. To be honest I would suggest reworking the camouflage first strike bonus to a general accuracy and rotation speed increase, like the other AT guns. RW camo's just too unwieldy and unreliable outside of pre-prepared deathtraps which the target player deserves to die in if they fall for it imho. In: COH2 Balance |
Thread: 4v4 balance improvement6 May 2021, 09:51 AM
LEFH is 50 fuel iirc. The calculation is not 180-250 muni for LEFH or more BARs than San Diego has bars. It's kill the LEFH or get the frontline turned into the moon under bombardment and light arty teams flattened. I trust there's no need for me to elaborate how losing all that manpower makes any saved muni pointless? Or somehow, apparently HQ sector targeted but I can only see that happening with vet III LEFH or just bad team commander picks. (Major is somewhere between 100-120 muni). Bear in mind there is a long build time for LEFH (unless OST and using that bulletin), so engineers are not repairing vehicles or laying deathtraps on the flanks. Particularly long for OKW as they can't get a 2nd SP realistically. This is fine and part of the design and cost too imho. It's an 8CP unit which typically is unlocked after medium tanks in my experience, esp if rushed. Hell, I've had games where I've been staring at a Crom and there's only one AT gun between two players nvm an LEFH. (Shouldn't have assumed teammate had an AT gun). Typically by the time the gun is built, I've reached 9 CP often because of how long it takes to build. SPG is out on the field with one click. The med tank vs heavy arty timing issue is not a problem imho esp in such a cache heavy mode. A very big issue with a fuel calculation is the fact that the gun can't move, so you always know where it is, rather than risk huge resources on an easily dodged arty call in/tank dive. Major gets +1 recon plane at vet I so it's extremely extremely unlikely you'll shoot down both in time unless the Axis frontline is giving 1944 Berlin a run for its money with AA defences. And oh yes, BGroup HQ will get targeted by SPGs but you don't hear me complaining that a fwd retreat point (with injured squads) is being barraged by a clever opponent. I've done it to many OKW players over the years. Very satisfying I'll admit.
Well right now, everyone has to get doctrine counters to deal with fixed artillery guns, just how it is. 4v4 has them far too well defended to do anything non-doc except suicide dives as an AT/TD wall will swiss cheese you. B-4 in live and current patch preview still can one-shot your LEFHs as well. Ie: destroy the gun, not just crew knock out, with 3 shots instead of the usual 1 mega-RNG roll. ML-20 is commonly mocked, even by me, but believe me it'll turn into your worst nightmare if no one has brought a counter to it. Only your doc counters don't really work vs SPGs or you're required to use some extreme tactics like attrition dives on Hill 400, praying that there's not 10 mines between you (Puma/Pz iv/Panther and your target . Last time I did this I got quizzed on where my armor was, after about 6 dead pumas and maybe 3-5 dead SPGs + ambo. That guy didn't lay mines. In: COH2 Balance |
Thread: 4v4 balance improvement5 May 2021, 19:07 PM
How is an SPG more punishing? It's a 2 hit to kill mobile heavy arty piece vs a fixed emplacement. Fuel? Your get that survivability back in cost easy. Also LEFH counters: IL-2 bombing run. USF Major recon + arty strike. Most arty call-ins, from 180mm to stuff like the concentrated fire with the big boom. SPGs yes (you try to blow one up even with 2 LEFHs in FoW). They can focus fire down your emplacements at a time of their choosing, from a direction of their choosing. Done this dance on Hamburg well enough to know this all too well. If you are having issues vs LEFHs in 4v4 I don't know what to say. It's not like they got survivability buffs. They died easy in the past outside of 4 digit MMRs. Try that stuff against ppl in the top 100 and you'll drown in bombs. Coordinated Axis AT with LEFH strategy? Okay that will be a problem but that's premades for you. Oh and my personal favourite from ppl in the past - just dive it lulz! Run into AT in 3v3+ enough to basically assume it's a high possibility. ![]() Yes, I can see how my LEFHs were oppressive during this experiment where I spammed them out in the lategame. Very oppressive. I totally wasn't having guns parked outside the base sector being blown to hell on Red Ball.
Early-mid stuff is still in there - By all means try to fight infantry sections/riflemen with volks without camping behind sandbags. You will get rolled by any decent player. Penals are penals. Have you considered that you should be having issues trying to kill T4 elite anti-infantry infantry with T0 infantry, even with weapon upgrades? Their price tag, reinforcement cost and timing reflect this lethality. In any case the issues don't really show up until they get to vet II+ because you can mob them rather easily until then. After that point you drop models like flies and bleed heavier than they do. In: COH2 Balance |
Thread: RK 43 5 May 2021, 17:01 PM
I thought For the Fatherland basically did that? Models not dropping = More firepower In: COH2 Balance |
Thread: 4v4 balance improvement5 May 2021, 16:43 PM
I fail to understand how Axis can be bombarding your base sector with vet 0 LeFHs and not be flattened by SPGs. With CB gone are they somehow still oppressive vs your arty? Or is this a team bad commander pick situation? You mean 3-shot by Elefant, Ele does 300 dmg per shot vs the 640 hp target. Spotting scopes are being removed next patch from Ele so it's really the infamous 65+ sight range 222 that you want dead here. If they don't have that then they're screwed. How is a PaK 43 shooting your TDs? It rolled up to you on treads? Surprise shot reveal and then avoided for the rest of the game/flattened by Major recon + arty? This early-to-mid game advantage of USF of course means they suffer in the late game, but their inf are by no means bad even then. They scale very well on vet. Sure they aren't beating vet III LMG Obers for cost but that's working as intended. Going toe-to-toe with pzgrens. In: COH2 Balance |
Thread: 4v4 balance improvement5 May 2021, 12:34 PM
Just queue for 3v3 RT if you hate 4v4 RT that much. 4v4 RT is utterly cancerous. 4v4 fuel points are madness inducing at times but we'll just have to stick with them. Relic veto mechanical changes iirc.
It's a good thing Allies get extremely cost effective tank destroyers then. And objectively better infantry for early-to-mid game (unless cons and even then there's SVT cons). And SPGs for dealing with campers or HQ trucks parked one inch outside the base sector on some maps. In: COH2 Balance |
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