Lately I came back to the game again and I have been playing a lot but seriously the balance is a serious joke now. OKW is the most overpowered faction ever designed in gaming history and British army has zero chance against OKW specially at early game since they cant even beat stormpioneers as they have no CQB unit. Volks now have everything that a man need to fight, panzerfaust (disabling vehicle) + Scavenging resources + auto heal on vet 3 + MP44 upgrade + 5 men squad + Vet 5 for free (because coh2 vet system is just hilarious that you might even find a vet 3 unit with zero kills) + Incendiary grenade + stun grenade (doc ability) well as you see all these abilities in ONE unit...
The late-game is heavily rigged towards OKW atm. However Brits aren't too far behind, either, if you know what to avoid.
And yeah; it's true that CQB maps really don't favour Brits or OST atm.
On the other hand, British faction is the ONLY faction with zero AT ability at early game because all factions including soviets USA and OKW and Wehrmacht have disabling anti tank ability like fausts or AT nades and in this game a light tank is dead as soon as the engine gets damaged as all the mentioned AT abilities are homing and you can't avoid them while the player activates them. British army is the only faction which has no infantry with disabling AT ability unles you are playing Boys AT rifle squads which is a paid DLC and it takes two of those nades to disable a tank.
CoH1 = Zero AT brits
CoH2 = get an AEC
Brit mainline tech is significantly cheaper than other faction tech. At the same time, they are much more reliable on their side-tech, so that evens out.
When you read the describtion for Comet and Churchil Tanks it says they are effective against ALL targets. Comet never ever hits infantry units and Churchil never ever penetrates a tank so how is this effective against ALL units?
The most common pitfall for people moving over from CoH1 to CoH2 is terrain deformations, and how it affects tank-to-infantry combat.
In CoH1, you had a thing called target tables, and tanks would occasionally snipe individual infantry models, regardless of where they were, and how many obstacles exist between the infantry and the tank.
In CoH2, Relic avoided Target Tables like the plague. This means that tanks will always "miss" against infantry, but shells will still get launched at the general direction of the target.
If the shell meets an obstacle in-between (e.g., sandbags), the shell will hit the sandbags. More often than not, the shell will collide with a hill.
Thus, in CoH1, you rely on RNG to give you the right rolls to hit infantry. In CoH2, it's no longer RNG; you have to position your tank carefully. Also make sure that your tank isn't moving while firing, otherwise that affects the scatter a lot.
The system in CoH1 was more fluid. However there are good reasons why simply porting it wouldn't work for CoH2:
- Formations are different (so that when you tell a squad to sit behind green cover, they actually use it instead of dancing)
- Target Tables are an unholy mess. It would make maintenance of CoH2 a hell, and make any sort of patching impossible.
Given you're a CoH1 veteran, I expect that Angoville is one of your favourite maps. Due to the terrain deformations in the middle, it's one of the worst CoH2 maps. So, veto it for the time being, until you acquire the muscle memory needed to command tanks.
So, to answer your original question; never build a Churchill vs OKW; the Churchill is a fairly decent tank, but just doesn't work vs OP lategame. Comet is a good generalist; just watch out for them hills.
Commandos are called to be the most elite anti infantry unit in the game but it is so hilarious when you see they get outplayed against stormpioneer on vet 0 becuase the SMG cool down is a joke on commandos unlike what they used to be back in CoH1. I personally prefer to see the gamon bomb being removed and in return they get better anti infantry combat ability and more armor so they can be called "elite" but compare OKW fallschrimjaegers to commandos: They come in 4 men with FG42 which is♥♥♥♥♥♥♥♥infantry in ALL ranges and Anti tank ablitiy panzerfaust and ALSO bundled grenade and passive camoflauge.
Just do yourself a favour and never use commandos vs OKW until you get a grip of how to use the core units. Too many automatics make commandos inefficient vs OKW. Either that, or learn how to use CoH2 grenades.
Unlike CoH1, there is no auto-aim. Just wait for the enemy to come as close to you as possible, and fire your grenades at the shortest possible distance. The timer won't start until the grenade lands.
I honestly find OKW the most frustrating faction because there is zero skill playing this click to win army. If the units in this game were getting vetted by actually kiling and not just taking daamge I would be fine with vet 5 but in most cases they are being rewarded for free and it come even more brutal when Ubersoldats with LMG34 are being rewarded by such joke vet system.
If we had CoH1 veterancy system for CoH2, OKW would simply curbstomp everyone even harder. The veterancy system in CoH1 is too punishing vs weaker units, since it requires them to score a kill vs stronger units. Now, guess which units are the strongest in CoH2.
Secondly, Commandos and Tommies award a fuckton of experience when hit. Therefore, both units should be used in moderation when engaging elite enemy infantry (unless you love playing vs Vet5 Obersoldaten cyborgs).
For Tommies, buy the 5-man upgrade as soon as possible. Never EVER buy Bren guns for your Tommies (unless you like fighting against Brenned-up Vet5 Obersoldaten cyborgs). Instead, save your munition for mines, or offmaps. Vickers_k are ok for Tommies though.
Also, learn how to properly use the Tommies (stop-micro; keep them alive and heal them; spam cover everywhere).
Back in CoH1, The only annoying part of the game was the 5% bugs and too much randomness but for certain units there were never a random luck like firefly and heavy tanks always penetrating but in CoH2 I even had a match where firefly bonuced against Stuka truck. How can you expect this game to be an ESL when it is 1% based on skill and 89% on wallet and 10% on luck?
Firefly bouncing off a Stuka is impossible in CoH2. Unlike CoH1, Stukas in CoH2 will actually die to 2 shots.