Depends on map, i usually play these Red Army commanders (offmeta):
1. Armored Assault - my favorite. It has good abilities and compensate lack of good tanks in late game. NKVD Disruption helps to be informed about enemy moves, and self-repair is always good addition, as well as IL-2M CAS
2. Airborne. i've heard it's really good in 1v1, but in 3v3 it works well too. Penals with PPSh-41 on urban maps are beasts, but should be played as glass canons. If you have Red Army mates, you can give them some ammo crates for their engineers/conscripts/penals/shocks to boost them too.
3. Lend-lease. Okaish doctrine with multirole infantry (AI/AT specialized), possibility to boost economy with trucks, not speaking about M4A2(76) with HVAP rounds. Doctrine lack of abilities, but provide good units.
4. Urban defence. Special for Ettelbruck station, also can work on Angermunde
Meta commanders already were provided by aerafield above, i agree with him
P.S. My list is for 3v3, and for playing in the team
Thank you for the above will make sure to try these first. |
Wehr: Jaeger armor (teamgames only), Lightning War, Spearhead
Sov: Guard Motor doctrine or the one with Guards and ISU-152 (teamgames only)
OKW: Overwatch, Elite Armor, Feuersturm
USF: Airborne
Brits: Royal Engineers or Commandos doctrine
Thank you i will try these commanders. |
Isn't a strategy game supposed to use own strategy?
I’m not copying anyone’s strategy. Asking for commander suggestion to try. Thank you for contribution. |
Returning player after years of not playing coh 2. There are guides i’ve seen in the forum/internet but they are some years old and i not sure if still application to today.
Can anyone suggest good commanders i can try in a pvp match? Any faction will do as i want to play all.
Thanks |
I will try this and come back thanks for suggestion. didnt think of that. what i did on the weapon rack requirement was put in the new upgrade which was the 30cal. Now i think i get the concept. |
doesn't work for me im doing something wrong..
my set up.
infantry commander in upgrade panel in HQ
cloned the 30cal ability and change requirement to below adding player upgrade commander(did not touch the upgrade as adviced)
<list name="requirements">
<template_reference name="required" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\commander\passive\riflemen_30_caliber_lmg" />
</template_reference>
<template_reference name="required" value="requirements\required_resource">
<enum name="reason" value="usage" />
<locstring name="ui_name" value="11064650" />
<template_reference name="resource" value="tables\resource_table">
<float name="action" value="0" />
<float name="command" value="3" />
<float name="fuel" value="0" />
<float name="manpower" value="0" />
<float name="munition" value="0" />
<float name="soviet_progression" value="0" />
<float name="soviet_227" value="0" />
<float name="popcap" value="0" />
</template_reference>
</template_reference>
<template_reference name="required" value="requirements\required_player_upgrade">
<enum name="reason" value="usage_and_display" />
<locstring name="ui_name" value="0" />
<bool name="is_present" value="True" />
<float name="max_completed" value="100" />
<float name="min_completed" value="1" />
<instance_reference name="upgrade_name" value="upgrade\aef\research\infantry_division" mod="e71b327588f84c149476f33560e0facf" />
</template_reference>
</list>
the weapon rack is available even if you dont choose any commander. I was trying to make it only avaible to infantry commander |
So if i clone the upgrade and make a requirement to require the infantry commander to be chosen then get the ability to require that upgrade and the cp required?
This should show the passive in the commander card panel plus at the same time it will unlock the upgrade to the weapon rack that only the infantry commander will access?
I hope my logic is correct. |
Im trying to make a passive ability. Like the lmg upgrade for riflemen. So i cloned the 30cal lmg ability and upgrade. Added to ability to army aef.
Done my requirements for the ability which was requiring the infantry commander and 3 cp. But then when i look into the 30cal upgrade the only requirement in there was the 3cp resource. How does the upgrade link to the ability?
So i got my ability into the command card panel. But the upgrade unlocks even if i dont choose the infantry commander?
It seems that the upgrade doest communicate with the command panel ability to be unlocked.
I tried looking everywhere in the extensions but cant find anything.
|
Got new problem though. 2 of custom commander upgrades disappears when you click one. But when i try to play with th AI. The AI seems to be able to puchase the upgrade giving it 3 commanders in the match at the same time.
Anyone got thoughts on this? |
Thanks for your help but I got to work. I tried required_not and it worked for all three. |