It is not a commander I'm very comfortable with, but I know that VonIvan is using this very extensively at the moment (in 1v1) and also favors the Luchs and Puma.
The main appeal of the doctrine seems to be the Fallschirmjägers and the Valiant Assault (and arguably the recon), whereas the rest is a bit more redundant and/or overpriced (250 munis for Airborne Assault?! I think I'll pass.)
you might want to watch some of his videos on twitch. https://www.twitch.tv/vonivan
4v4s tends to be a slug fest however, so I'm not sure how much of this applies here.
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Thread: Luftwaffe tactic. How i have to use it?7 Jun 2017, 07:52 AM
In: OKW Strategies |
Thread: Brand new player looking for advice7 Jun 2017, 07:36 AM
It might be a stretch to for me to say that there is no such thing as too many tommy squads, but in most cases I would still advice against getting less than two squads of them before teching. Infantry Sections get very good veterancy so you will want to build that up as soon as possible. But even if that dosen't convince you, then remember that they are the only reliable source of healing that you get as Brits, which will save you a lot of manpower in the long run. If I really stretched my imagination I would say there could be two scenarios where you would only open with one section: 1. You go special weapons and build one or two tank hunter sections when they become available, since they can also upgrade medkits and thus offer you the same vital healing on the move. 2. You are playing team matches with Soviet or US players who offer you a consistent spot where you can rally and heal up your men, thus mitigating the need for med kits. I would advice against relying on commandos over tommies. Commandos are glass cannons and flankers and can not fill out the role as meat shields in the ways that tommies can. But ultimately what makes this game so great is that there is no one way to go about it. Even after years of playing I'm still impressed with what strategies people can make viable. So go fourth and find explore new ways to play! At worst you get a good learning experience and at best you find the next UK meta. I would seriously love nothing more and wish you all the best In: UKF Strategies |
Thread: Brand new player looking for advice6 Jun 2017, 21:24 PM
Here is some advice from a middle-of-the-road player. - the UC with vickers and vickers MG team are not mutually exclusive and serve quite different functions. the standard vickers is used for crowd control and locking down areas, whereas the UC+vickers is a dedicated mp drainer with a situational times suppression ability. on open maps and especially OWW the UC is nice, because it hardcounters kubels and can push around infantry until they lock down the first truck. However, be careful that this will most likely make the opponent build a raketen, so after the first encounters it should be used with caution and screened by infantry. - I would generally not get the AEC before sappers. The reason for this is that in the early game you want field presence and dominant capping and the AEC first needs to be teched and then built, and even then it will still not be able to cap. - I would never build the Platton CP before getting AT LEAST two Tommy squads out. These guys are your backbone and primary healing option so 2-3 of these are necessary to carry you confidently into the mid-game. - Capping order depends on the map, but in general the most important thing is to connect everything to your base. if it is not connected you don't get ressources from it. Brits are quite a defensive faction especially in the early game, so you should probably focus on consolidating your own ressources before pushing into the enemy territory. - The increased squad size is good for a number of reasons, one being as a new player you might be prone to suffering from wipes and the extra man gives you significantly more time to react to a crisis plus it makes the squad more resistant to being wiped from explosions. The pro players in the current tournament are also consistently upgrading the fifth man quite early so that is a good indication that this is a solid strategy - As mentioned earlier you should probably not be overly agressive in the opening game when playing brits. as soon as you start spitting out AEC's and Cromwells you have much better conditions for agressive brit play. - You should probably not build weapon racks before you can at least arm a couple of your men with bren guns. Also, if playing special weapons you might consider skipping this step entirely and focus on your supply truck, which can even perform admirably in combat (just remember that it is made of glass!) In: UKF Strategies |
Thread: Any tips for Elite Doctrine?6 Jun 2017, 07:08 AM
Only advice I would give is that you already have a well-rounded army in the field before calling in the ace. The fuel and mp penalty from it will pretty much reduce your resources to reinforcing once you call it in. You must also have AT LEAST 2 pioneers in the field before calling in the ace, and even then you might still rely on allied support with repairs. one of the big achilles heels of Ostheer is thir inability to efficiently repair their high HP tanks. |
Thread: Langreskaya: Bad map for Osttruppen?1 Jun 2017, 13:23 PM
haha that was a good reply to my somewhat lame post good to learn that it is a decent map for osttruppen, I really like those guys And I'll take your advice and lay off the booze when trying to improve my rank |
Thread: Langreskaya: Bad map for Osttruppen?1 Jun 2017, 10:21 AM
I got my a** handed to me yesterday by a brit player who was ranked quite a bit under me To be fair I was playing pretty poorly as I had been out for a few beers beforehand so my reactions and general responsiveness was sub-par to say the least, but even then I think my biggest mistake was probably picking osttruppen for such an open map. With so little hard cover and so much need to move around and respond to flanking, would you agree that Langreskaya is not particularly accomodating for a heavy osttruppen play and probably better for something with g43 grens, or was I simply doing it wrong? I know that you can't comment on my specific game unless I post a replay (with I can do after work if you find this necessary), but in general I would just like a general comment on which maps work best for osttruppen and which ones they better keep out of? Thanks in advance |
Thread: Replacing Cons with Guards31 May 2017, 10:52 AM
If I understand correctly you are asking whether it is a viable strategy to skip conscripts and go for guards in stead correct? If so, then I guess the answer is yes. But seeing that you won't be able to push out guards untill you reach 2 cp, you will need something to replace conscripts through the early game. Here the most classic alternative to cons would be penals, who perform better vs infantry and has the ability to become quite competent counters to armor as well. on the flip side their abilities sort of overlap with guards. another option would be engineers and maxims, which will force you into a more defensive game untill the guards come out. So in short it is certainly possible, but this begs the question whether it is sensible to build your core around guards and this I am not so certain of. Guards are great all-rounders, but they are expensive to buy and reinforce, so spamming them will leave you really starved for manpower. My personal recommandation would therefore be to use a couple of them as supporting units rather than going for a complete reliance on them as core infantry. But why not try it out and see if it works? If I learned anything about this game it is that it keeps surprising me how many experimental strategies that turn out to be viable |
Thread: Non Penal or Lend Lease build29 May 2017, 12:19 PM
ImperialDane has an interesting strategy with Soviet reserve army, which gives your conscripts a whole lot more utility. The crux of his strategy is spending most on his munis on rapid conscription, effectively trading 120 munis for 2-3 con squads. by the end of the match he is flooding the opponent with 8-12 con squads who are both able to repair, wield ppsh and reinforce depleted team weapons so they never have to retreat. It seems to be working better against OKW than Ostheer, as OKW dosen't have as many or good options for suppression. |
Thread: [1v1] Ostheer vs. Soviets. 24 May 2017, 07:39 AM
I just want to add that even tough it might sound tacky, then Coh2 is in fact to a large extend a game of psychology and mental fortitude. Early setbacks can easily rattle your cage and force on more bad decisions. I learned a lot from setting down a rule that I would never surrender unless I had less than 100 points left and literally no army. Even if you suspect defeat there is often a lot to learn from seeing a match to the end, and sometimes it might even help you exploit a mistake from the opponent and sneak in a pyrrhic victory in the last minute In: Replay Reviews |
Thread: Eastern Front Armies Revamp 22 May 2017, 17:36 PM
I haven't read through all the comments, so I apologize if my points have already been made by others. Some of this might work and some might not be a great idea, but overall I really like the intentions behind this revamp! - I absolutely love the diversity of vet1 abilities, giving each unit much more flavor rather than the medkits/flares for everyone. - I also like the idea of turning the demo charge into a more strategic option rather than a cheesy insta-wipe option. - Finally I also like the change with guards and giving them the option to purchase the appropriate weapons for the role you want them to have. This will also give soviets more meaningful investment options for their munis rather than the general mine/demo spamming to stem the flooding. - Having said that, one thing I would probably be reserved about is the changes on partisans. As someone mentioned on reddit, then what would be the point of spawning partisans behind enemy lines if they have no specialized equipment ready? The purpose of partisans is a quick response harrasment, which will be completely negated by stripping them of abilities. I could see the reasoning behind the cooldown on grenades so AT guys are not able to both snare and schreck and AI guys can't get a guaranteed clear and capture of secluded mgs and mortars. By sending rifle armed civilians behind enemy lines with only rifles only to place mines and eventually be equiped to put up a fight seems like a very situational ability to put it lightly. In: COH2 Gameplay |
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