If you compare pop costs from CoH2 to vCoH, keep in mind that pop cap in vCoH was also tied to your available sector points. In CoH2 it's always 100.
So while pop cap requirements in CoH2 are sometimes higher, the overall pop cap was more of a problem in vCoH, especially when you were behind in a game.
I had forgotten about this, but I think my point still stands: pop costs are too high in this game. You should not need to kill units from the early and mid game off on purpose that aren't spammed but simply part of a normal build order, just because you have to free up pop in the late game. |
Population costs have been too high in this game since day 1. Compare them to CoH1:
COH1 / COH2
Ostheer
Tiger
14 / 19
P4
8 / 12
Grenadiers
4 / 7
Pioneers
2 / 5
USF
Stock Sherman
8 / 12
M10 / Jackson
6 / 14
Riflemen
6 / 7 (close)
Engineers
3 / 5
And so on. I play 2v2 and the problem with this is that in the late game, you may need to send in some units to die or let them be killed just to free up population in order to have an effective army composition, which is completely contrary to the game's focus on unit preservation. Regularly when I want to call in the ISU-152 for example, I have to send in squads to get wiped out or let them be killed when attacked, or there is no space for it. Resources should limit the amount of units you have first, and pop cap second. If you preserved your units well in coh1, you would have the resources to make some additional units and yet it was also balanced out by increasing your upkeep costs, but this is impossible to do at all in coh2.
From the unit guide (which may be out of date, I honestly don't remember and just came back to the game, but goes to show the point): 2x engineers (10) + 3x maxims (18) + 2x stock mortars (12) + 2x field guns (18) + 2x shock troops (20) + kraut mower (5) + t-70 (8) and you're at 93/100 without having produced even a single T4 unit (which you can't), let alone an isu. This is just absurd.
Lower pop costs is an already tried and proven formula in the first game so there should be little argument that it couldn't work in this game. It was just changed for some reason (no reason) in the second, just like in Dawn of War by the way.
Now can we finally fix this? |
its unlock is ~ 100fuel 500mp more expensive than okw p4. Also its doctrinal, and okw has panthers that wipe the floor with them.
And also better & more convenient support AT. |
mortar pit barrage is actually worse than auto-fire
Certain about that? |
Give him time? Rushing a bofors is pretty easy and can deny a good deal of the map if you combine it with tommies, a vickers and a 6 pounder. This snowballs into full emplacement cancer with a sweet comet stall. Good luck preventing it as Ostheer, since being agressive isn't very effective early game as you lack the tools to quickly exploit any early agression to end the game.
If he rushes a bofors, all you have to do is barrage it with a pair of mortars and then drive in a flammen HT when it braces. Mortars are good against UKF anyway and so is the HT, so there's no inconvenience in getting that nor do you need to wait and see if he's getting a bofors or not. If you gave him enough time to get a bofors, a 6 pounder, and then enough mines so that you can't flank it with your flammen, I think skill is a bigger issue than countering the brits. |
I mean vs Advanced emplacements (the doctrine) facing bofors + mortar pit in a 1v1 scenario. Like topic start. And no, its terrible. PM me if you want to test it
Right, I assumed you meant vs emplacements in general. I haven't actually played as or against advanced emplacements so can't comment on that, and I can indeed see how the improved defenses, automated repairs and counter-battery add up to making them ineffective if you give him time and space to get that up. But against normal emplacements I know they're great. |
Unfortunately not, but it's really simple. Keep your tanks in fog of war so he doesn't know where you're going to attack with them. Then make an all-out attack with the rest of your army on his main forces and use your rocket artillery to blow his infantry up, works best if you have a lot of suppression so go T2 if you're playing soviets (their best opening tier by far anyway). While this is going on, send one/most/all tanks to take out the flak hq while the rest support your main attack.
You might be asking "but that sounds like I basically have to beat him anyway to take it out" and that's because it's exactly what you have to do. There is no fast and easy way to destroy a flak hq deployed to protect his rear And whether it's feasible to take it out at all depends on which tiers and commanders you chose. |
What you can do is put enough pressure on his other forces that he has to leave it unprotected or lose the field, then drive a tank in and take it out. The way to put that pressure is with rocket artillery, which also happens to be good against OKW massing units around a forward hq.
On maps that are too linear for this to work like Rails & Metal, Road to Kharkov etc. your best bet is to just veto them. |
Never spend manpower on normal mortars vs emplacements.
Actually mortars are great vs emplacements. Two will destroy them quickly, wipe sappers repairing it and the unit inside while you can reinforce with a HT to keep up a constant barrage if he fires back (which means he's not firing on your units, so you can attack with them no problem). And mortars are great against the rest of UKF's units too. |
Fundamentally, OKW beats UKF in the early and mid game because of having better map control and combined arms. You have to go AEC, because it's the only way to possibly beat it without sacrificing the map to it, and then hope that he overextends his luchs far enough for you to chase it down without getting fausted or schreked. |