I recall watching a replay cast (pretty sure it was Dane's Propagandacast, although I can't find the cast anymore) on La Glieze Breakout where the OKW player constantly spammed Radio Silence and it confused the heck out of his opponent.
The guy even thought that he was on the receiving end of a bug because his minimap wasn't working half the match.
I've also seen Talisman pop Radio Silence (conservatively) is when he is pulling back a heavily damaged vehicle. Without the minimap, it is much harder to look for and dive the vehicle.
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Thread: Has someone ever efficiently used spec ops radio silence ?13 Oct 2017, 14:43 PM
In: COH2 Gameplay |
Thread: BEST OKW DOCTRINES ?13 Oct 2017, 10:43 AM
Breakthrough gives you access to incredibly strong backbone infantry (Panzerfusiliers). These guys are 6-man squads with grenades, AT snare, flares, and G43s. They outclass Volks in every way except in garrison-clearing duties. Jagdtiger isn't really viable in 1v1, but I've used it before to hard-counter Brits in two scenarios: Churchill+Firefly spam, and Sim City (Emplacements). It requires a TON of support, however. Luftwaffe gives you cheap Recon (always great to have a heads-up on what your opponent is doing), and Fallschirmjagers, the "poor man's Obers". Glue them to cover (preferably Green Cover) and watch Allied squads melt as they attempt to approach. However Falls are very squishy, and aside from Valiant Assault (global infantry buff) the doctrine doesn't have much to offer. Elite Armor is all about the Sturmtiger. Otherwise Signal Relay is useful (Recon is always good), and HEAT shells useful when dealing with Allied heavies/ advanced mediums (IS-2, M26, Churchill, Comet). The Strumtiger is self-explanatory. You need to have decent supporting AT or you'll get swamped by medium tanks. Fortifications is very strong if you have a lead in the early and mid game. Plant S-mines everywhere with your Volks and build Tank Traps for cover with your Sturms. Makes your opponent's capping life much harder. Bunkers can be useful to lock down a flank from harassment. The 8.8cm PaK 43 can be very strong against any commander without decent artillery (some commanders that come to mind are Lend Lease, Heavy Cavalry, Vanguard Operations) as it shoots through walls and even ignores smoke. Plus you can 2-shot most allied mediums. 10.5cm leFH 18 is the natural counter to Sim City. Overwatch is arguably the worst doctrine. While is gives you an insane amount of Recon assets (cap point flares, passive minimap detection, etc) the rest of the doctrine is quite bland. In: OKW Strategies |
Thread: BEST UKF DOCTRINES ?12 Oct 2017, 14:46 PM
Personal Favorite: Vanguard Operations - Raid Operation: allows vehicles to cap territory. Generally more useful when you have more armor on the field (late game). - Command Glider: spawns an Airlanding Officer (4-man commando) with an extremely powerful AoE infantry buff. Additionally you can build regular 5-man Commandos from the glider, Medics (I generally don't get these). Cherry on top is that it also works as a Forward Retreat Point. Usually during mid-game I get a glider if I'm floating a lot of MP. - Vehicle Crew Repairs: costly but useful after a large armor engagement. Can also be used as a last-ditch effort to save a dying tank. - Strafing Support: arguably the strongest airstrike, it spawns a Typhoon that strafes infantry with cannons and a Typhoon that strafes tanks with 3' Rockets. - Crocodile: tough to kill, deceptively agile, roasts team weapons and eats them for breakfast. Excellent when paired with a Firefly (long-range AT support while the Croc soaks up all the damage. In: UKF Strategies |
Thread: Grens Vs Tommies 6 Oct 2017, 00:39 AM
Generally, LMG42 Grenadiers are inferior to 5-man Double Bren Infantry Sections. From the resource input perspective (240MP + 60MU vs 280MP + 120MU + side-tech investment) it's normal that IS pack a bigger punch. Therefore, in engagements you have to outnumber him 2 to 1. For course, use your Rifle Grenades to for him to reposition. G43 Grens aren't too strong against IS, because you have to close in and the IS will just stand there and shred you. However, I'd suggest bringing in the support. Grenadiers are the backbone of the WM, but WM is all about support. - Snipers are great, because they directly remove a model from the fight. However they require you to have excellent micro. - Mortars are great, because the Brits are heavily cover-reliant and generally static; your mortar will either directly win you engagements or force him to reposition constantly. However they need to be protected in the backline. - HMG42s are great, because they provide suppression (reduces their DPS) and it has tremendous amounts of firepower all by itself. However it can be outflanked. - Flamer Pios are great, because the Brits love heavy cover and garrisons, and flamers are a hard counter to those. However they melt quickly when focused. |
Thread: The awesomeness of using multiple bazookas2 Oct 2017, 10:00 AM
Generally a single Bazooka is not enough anti-tank firepower. In my opinion, dual-equipping is probably more of a necessity than an option. However, there is a problem with dual-equipping too early, which could cause you to lose anti-infantry firepower by either robbing your squads of anti-infantry firepower (Captain squad) or using up munitions which could have been invested in BARs. |
Thread: wehrmacht pointer please30 Sep 2017, 03:46 AM
Hi there, Some pointers for your WM play (and CoH2 gameplay in general) General Gameplay: https://drive.google.com/file/d/0B4HpnFBkAjlIOGtfRVkyWEpBaVU/view This is a presentation made by Dullahan a while back which covers all the aspects of general RTS skills. While it may get a little salty, do give it a read, and remember it when you play! WM Build Order: The current meta build order is to go for an MG42, then 3 Grenadiers. This is because the Grenadiers can support the MG42 (protect it from being flanked). In your case, you elected for a second MG42. This is perfectly doable, but remember to have the MGs support each other, or have a Grenadier support each MG42. Mortars are generally built to counter team weapons and buildings. I would say that you can afford to delay your mortar and get a Grenadier first. In you game, you skipped Tier 2. Tier 2 is arguably the strongest WM tier, as it gives you access to Panzergrenadiers (very strong anti-infantry squad, but use them defensively (e.g. don't charge at enemies in cover), Sdkfz. 222s (hard counters the Soviet M3A1), Sdkfz. 251s (reinforcement at the frontline, or wrecks anyone without AT as a Flamethrower Halftrack), 7.5cm Pak 40s (arguably best ATG in the game, Stun Shot is especially strong). Usually you don't want to skip it. The 20 Fuel it costs is insignificant if you want to rush out a T3 vehicle. If your opponent went for a T-70 instead of an SU-76M, you would have lost the game by the 15 min mark (because you had nothing to deal with it). Ostwind was a great pick against his build. The follow-on StuG was also a great idea, but remember: StuGs (as with any other tank, really) work best in pairs. A pair of StuGs has so much DPM that they can happily chew through twice as many T-34/76s (provided that you keep backing up to avoid being cicle-strafed by them). The Opel Blitz is a resource production monster, however you don't need to build a cache AND put a truck on the point. Generally either one is sufficient; if you are afraid of enemy territory raids then secure the place with another unit or an MG bunker. WM gameplay: Finish capping territory, then give chase to retreating units. This is because if you cap more territory, you have more resources. More resources means more units and upgrades and abilities. More units and upgrades and abilities means you can kill his units more. Cap the territory first, then chase after retreating squads and team weapons. StuGs and PaKs generally do nothing against infantry with their main guns. Therefore, always have them on Prioritize Vehicle, or they will waste shots targeting infantry while tanks roll on past (as what happened a few times). Don't frontally engage tank destroyers with heavy tanks (Tiger I vs SU-85 is a big no-no). Generally you want anti-tank infantry, medium tanks(on a flank), or other tank destroyers to do so. Also, getting a Tiger I was a huge gamble because he had two tank destroyers on the field. You got lucky that his ISU-152 was firing HE shells, or he would have wrecked your Tiger. If you see your opponent get heavy tank destroyers (ISU-152) build up a swarm of medium tanks/light tank destroyers (Panzer IV, Puma) and circle-strafe the heavy TD. That's about all, hope this helped! Keep in mind that I am not a Strategist or a high-level player, so take everything with a grain of salt. Good luck on the battlefield! In: Replay Reviews |
Thread: artillery gun game 23 Aug 2017, 11:27 AM
The 222 is a light anti-tank platform meant to fight off M3A1 Scout Cars, M20 Utility Cars, WC51 Jeeps, and Universal Carriers (the lightest Allied vehicles). It is not meant to waltz in and wipe all your enemy's infantry, but if you use it to support your infantry, you can definitely win engagements decisively. Spotting scopes on a Vet 2 Sdkfz. 222 are pretty much maphacks; especially useful on big team game maps. Panzergrenadiers are very fragile but exceptionally powerful when used well. Never charge them directly at your enemy, always keep them in cover (or have them hop from cover to cover). If you have a problem microing large amounts of units, try using control groups. Select a few units (preferably 2 of the same units, e.g. two Grenadier squads) and Control-(number). You can use 1 through 9 (zero maybe, I haven't tried it) and they will be bunched up into a group. Next time, all you need to do is press the number that you designated, and you will be in control of both units.
The Panzer IV is arguably the most underpowered medium tank in the game. You are correct by playing conservatively with it; always support your tanks. Once you achieve critical mass (4+ Panzer IVs) then you can use them as a maurading assault force on their own (e.g. infantry offensive on the right, P4 mob from the left)
You can get commanders in three ways; first, you can buy in from the store (one commander is around 5 USD if it's not on sale). Second, you can get it as a loot box drop (very rare occurrence, it does happen though. I've gotten a few commanders via loot boxes so far). Finally, you can buy it from the In-Game Store with supply (the coins you earn in most loot boxes).
Thank you for learning! If you'd like to learn some micro tips and tricks, check out Tightrope's YouTube channel here. Good luck on the battlefield. In: Replay Reviews |
Thread: artillery gun game 21 Aug 2017, 02:59 AM
Hello there, I'd like to say that you did a good job using the leFH 18. Good positioning as well. You had some really good RNG with your howitzer, allowing it to give you some great wipes (and making him Alt+F4). Here are some tips that I would give you: - Building rush. While this is how Langres is often played, it doesn't really work for WM or SU, because their starting units are very poor combat units. Every other faction can do the aggressive building rush; therefore I suggest that playing as WM you should rush into the building on your side of the map (to prevent your enemy from doing so). - Build order. Build T1 with your starting Pioneer, then have your squad cap/building rush as you produce a Grenadier. Most of the time, Pioneers don't offer enough combat power in the early game to justify getting one so soon. - Strategy. You floated quite a bit of manpower and decided that you were going to skip T2 and rush T3 with the assistance of one (later your built another) Fuel Cache. Skipping T2 as WM is quite unfavorable, because there are so many strong units in the tier. Panzergrenadiers demolish Infantry Sections at mid-to-close range (don't charge them recklessly though). Sdkfz. 222 Scout Car is a decent AEC deterrent (or bait), later you can put spotting scopes on it and pretty much see the entire battlefield. Sdkfz. 251 Halftrack is great for reinforcing on the frontline, saving you time and allowing you to keep up the pressure. Alternatively you can upgrade it into a flamer halftrack, one of the strongest units against the Brits (wrecks mortar pit, burns down houses). 7.5cm Pak 40 is one of the best AT guns in the game. Good penetration, exceptionally powerful Stun Shot Vet 1 ability. If you are intent on rushing for T3, this is what I suggest: - MG42 - Gren x4 - Mortar x1 (against brits get two) - MG42 This is a very heavy T1 playstyle. MG42s can lock down territory, your Pioneers (upgrade it with a minesweeper) can cap on the side, and use your Grens in pairs (control group would be good, if you use them). - Fuel Cache (if you can afford it) - Pioneer - T3 (built by above Pioneer) - StuG if enemy rushed Centaur/Cromwell, Ostwind if you are so far ahead you can afford another tank soon. Otherwise just get a P4. - P4 (fill your popcap with these) - Infantry Engagements. This is probably why you did not feel in control; your Grenadiers kept losing fights against his Infantry Sections. It is advised that you upgrade all of them with LMG42s after you get your medic bunker, which would give you a distinct advantage (until he gets double Bren guns, that is). Alternatively if you'd like to play very aggressively find a doctrine that provides G43s and give your Grenadiers those instead. - Doctrinal Choice. I would suggest refraining from picking a commander until you really need it; you picked a commander fairly early and didn't use anything from it until mid-late game. Mechanized Doctrine was a strong pick against Brits because of the Howitzer, but otherwise you only used the Spotting Scopes ability. Most commanders are selected to hard-counter your enemy's army composition/strategy; for example Mechanized counters Brit Emplacements. Festung Armor counter USF Heavy Cavalry. Other commanders are selected to enable a certain playstyle; for example Osttruppen Doctrine allows you to get a ton of early map presence. Please keep in mind that I am by no means a good player, just an average one (also quite rusty due to being on vacation and not playing very much!). Hope this helped, good luck on the battlefield! In: Replay Reviews |
Thread: Tweak least used commanders18 Aug 2017, 00:36 AM
I have devised a crazy overhaul of every faction's commanders. 6 commanders, with 6 abilities each, all pretty potent. Too crazy to implement, however. For the Recon Support Company, I have - 0CP Forward Observers - 2CP Officer Binoculars (SU-85 sight ability for LT, Cap, and Maj.) - 3CP M8 Greyhound (with Luchs' Cautious Movement and Hold Fire) - 4CP Light Mortar Barrage (cheap, can be used to force team weapons to reposition) - 10CP M4 Sherman Calliopie (keep in mind it exists nowhere else in my 6 commanders, can be removed for 5-ability commander) - 12CP 240mm Howitzer Precision Strike (Railway with only 1st shell) In: COH2 Gameplay |
Thread: Fall Balance Replays10 Aug 2017, 00:17 AM
I like the 2x 80 damage shot idea. It's much more damage (much better a vehicle deterrent), but also has counterplay. I never used the leIG to barrage the pit this match, but I also forgot the leIG had smoke. Should use it more liberally. In: Lobby |
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