The AEC has received a very powerful buff of late, and is now much better vs infantry than it was before. Of course, it requires requisitioning, at the expense of the Bofors, but honestly I think it's a great addition to the arsenal. It is mobile, which is much better in 1v1, and it provides much needed AI capability until the Cromwell hits the field. Of course, rushing Cromwell may still be preferred by some.
The panzershrek spam by that point of the game is too big of a risk, but, maybe i need to try it and see for myself. If that thing is still horrible vs infantry, then it's a write off. |
And what is more efficient, 5 man squads or Brens? Also how many Brens?
I have noticed that Vickers seem to take casualties across the entire squad whereas rifles seem to lose health from individual men too. You'll often see a Vickers with three men left but very little health between them, whereas IS taking small arms fire tend to lose health from the tail end charlie. I'm not yet sure whether this is due to garrisoned Vickers tending to take IDF though. Could do with testing it.
This also has an effect, as whilst the Lee Enfields the weapons crews use suck they still do damage. The MG42 is a clearly superior weapon on stats alone but the Vickers wins out due to the rifles rather than SMGs the crew carries, at long range anyway or when garrisoned.
Generally I'm finding that the Brits strength stems from the commanders, especially the pay ones. Still not sure what the best way to juggle infantry upgrades versus using munitions on abilities though I suspect abilities are stronger.
Relics refusal to fix the UC interests me too, it is the cheapest and most efficient unit the Brits possess in pure manpower terms ( 210MP + 6 manpower tax) hence Lanchester would suggest it is potentially the most powerful unit if used en masse. I might try crushing infantry with them, not sure whether they can or not. Devs are devious and I rather suspect they know something we don't.
Double brens all the way, specially vs okw. Vickers dies too fast, but it is always good to keep at least one around for suppression sake.
UC is great early on, but vs the panzershreck spam they tend not to survive a whole lot.
USF and UKF both rely on commanders to compensate for their mediocre base roster. |
That is a tough one. Base rapes aren't nearly as common and easy to pull like in COH1.
Here are some thoughts:
1-Conventional arty. Since abilities can't be called to base rape, this could potentially be a good method to weaken their base methodically. This is valid for both OKW and Ostheer. Downside is that it locks you to Artillery regiment.
- Air supremacy operation. Nothing quite says f**k you like this one, it is a favorite of mine to deal with OKW jerks that build their gypsy camp and constantly retreat to it once their blob is pushed back. It needs LoS, being it's only down side but when it hits, oh it's biblical.
-Armored tank rush.Churchill variants, the croc, the AVRE are really good at dealing with structures, in conjunction with other units. Churchill is pretty neat in this capacity because it soaks so much damage. IF your enemy has heavily invested in AT, this is probably a no-no, to fuel costly. Alternatively you can get a early fuel advantage and spam Cromwell, they are fast enough and potent enough, great bang for the buck.
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OKW -> Brit early though due to the kubel + stormtr. It's pretty hard to win infantry engagements vs decent OKW.
Get a Vickers HMG asap, followed by a UC. This combined with your IS is sufficient to tip the balance if well managed. OKW doesn't have a reliable way to deal with Vickers, so use this unit to your advantage, if he breaks out the luchs to counter your HMG, place 6pdr gun behind it with a sniper to lend support.
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Don't bother with AEC. As brit, the best way to counter Luchs is by preventing it from appearing that soon to begin with. Win your infantry engagements and prevent him from a early tech. |
Save up munis for Shreks and teller mines. Pak 40 if the map is suitable and you have sufficient manpower to cover it. Panzergrenadiers with Shreks are probably the best option, in any case this unit will remain useful for the rest of the game. |
Mines in high traffic zones, and be sure to build at least 2 HMG's.
Infantry blobbers tend to be rather tunnel visioned type of people. So in a way their patterns start becoming predictable after a while, try to think ahead of him and set up traps with your HMGs to pin them while the rest of your army chips away at them.
USF blobs harder because of the way the faction is designed and unfortunately this issues can't be readily fixed without some redesigning of teching and unit options.
IF you see that he is goign really infantry blob heavy, plan your game to tech quickly to some form of Rocket arty. There are also plenty of commander specific abilities that can help you, like Fragmentation bombs, Incendiary strikes, stuka strafing runs...etc
Also once you are done routing a blob,don't stay static and waiting for the next blob push, go capture territory and progressively push them back. |
Hello.
Massing snipers is a valid tactic in 3v3 4v4 as you abandon your field presence to give one of your ally a powerful (but fragile) support force. very map dependant and tend to be countered by the mortars that flourish during thoses games.
In 1v1 an unanswerd sniper bleed a guy every 6 second.
His role is to force one of the four folowing answers:
- The ennemy move forward with 2+ squads and hope for some lucky bullets to end the sniper's life. Knowing this you can position to welcome his vengeful charge.
- The ennemy build a mortar or two and hope for some lucky shot. A mortar is of more debatable use in 1v1 against someone that does not use teamweapon. If you are mobile he made a unit that will not help him.
- The ennemy unleash the wrath of a sniper-hunter specialised unit in the form of a kubel/Halftrack/M20 that do get a bonus for shooting at a sniper. Once again if you can predict such a behaviour you can quickly score a vehicle kill in your favor.
- The ennemy will hide behind a building or retreat a little and gather all his forces, forcing the sniper either to put himself into a dangerous zone or beeing an expensive spotter with nothing to shoot at. Then, with all the ennemy forces at the same spot, the sniper is far less effective and protected. Things will then move to answer 1.
The best snipers are not lonewolfs.
Kozo.
Ps :If this is a british sniper, just hide into a building oh wait. was it fixed?
It wasn't fixed, maybe it is a feature? kappa
Specifically in 2v2 and up is were i see them being least effective. Specially if that strat is being used by an allied team.
Should have said in the title this is from team game perspective.
But here is some food for thought. If he spent money on a sniper or two, that is guaranteed lack of field presence. Spread out and cap then bring a early scouting light vehicle to put the pressure on him. This will force him to invest in AT units which are, once again, detracting from is field presence. |
Once you've had games with snipers getting 100+ kills (this means around 2500 manpower with 360 mp investment) you're going to realize the importance of the unit.
This also allows your weaker troops to beat stronger units easily, for example you can beat Obers with LMGs with only cons + 1 sniper and your opponents cant do anything about it, the fight would have been a free win without the sniper around
Ostheer sniper on the other hand allows you to win almost all fights early on in the game, you can just have grens go up the front against rifles and have the sniper to weaken them up while the grens take the heat
Brit sniper is even more annoying since it can stun tanks etc but is easier to deal with imo compared to ostheer sniper. I have managed to kill Tigers with the stun shot since there's no real way of fighting without your turret turning
Snipers are a extremely strong tool in the right hands, risky to make if you don't have the skill to micro, but if you do it's gonna reek havoc
There is a easier much more cost effective way to fight obers IMHO, that is Maxim. Maxim is allot harder to kill, it suppresses and is cheaper, the level of micro and baby-sitting required is smaller as well.
Snipers getting 100+ kills? Never seen that happen, in more then 400 hours of gameplay. Don't get me wrong i'm not saying it doesn't happen, or that it didn't happen to you, but it is certainly a rarity.
British snipers is pretty good but mainly cause it can double as a light vehicle harasser early on and later can aid in the destruction or cockblocking of axis armoured rampage. But in of itself is a significant investment that is reducing your field presence.
I guess i should have prefaced this is from the point of view of 2v2 and up. I believe that is the source of our disagreement.
But even in 1v1 i still find them not to be all that amazing, since factions like US and OKW seem to do rather well without them. |
Use a Churchill to sponge and a firefly behiind to shoot it and turnip rock it. If you don't have a Churchill yet use a Cromwell. Or use a Cromwell to flank it while some other units distract it. Remember you should be able to get a Cromwell out before a panza 4. Also remember to build munition caches because Brits use tons of munitions
+1
Firefly+churchill combo is really good. |