"and they do use them no one cry for vicker nerf"
Why would they? The Vickers doesn't counter Axis infantry, it kills but doesn't suppress in time to prevent a garrison being taken. If OKW want ground early game they take it for the loss of a couple of models. Regular as clockwork. Just wander up, chuck the nade before being pinned ( the free tech one that costs bugger all - sorry maybe I should narrow it down more than that).
It's like playing rock, paper, scissors when you only have scissors.
OKW get a free starting unit which is almost as powerful as the UKF's best doctrinal infantry yet costs 2/3 as much and scales way beyond it. It beats the UKF's mainline infantry in it's most favourable position ( and that's before the Vet wipey grenade which even takes out Vet 3 IS easily, how much does the stun cost by the way?), pisses on it's equivalent unit and can repair and heal.
No need to L2P when you have it piss easy I guess. |
Not sure how much but the recon plane gives plenty of xp I seem to recall.
So, free xp for your 222, Ostwind etc and you are complaining. With 2 scout cars on the field they don't last 10 seconds, same with any AAA. It is a direct counter, and rather an obvious one.
As for the 222 being a Queen, jeez, it is one of the cheapest units in the game.
Since arty cover has been nerfed to the ground due to Axis moaning it isn't as though there is anything else of much use in the doctrine. Resupply can be situationally useful but Brits need all of the munitions they can get and it is pricey. Same with all the other abilities. 450 Manpower for 420 manpower's worth of Engineers, a very expensive OP with very expensive abilities that dies quicker than an emplacement...
Compare and contrast the command tanks to the command vehicle. The former buff themselves, the latter nerfs itself into beyond uselessness. |
Thread: help18 Mar 2016, 22:38 PM
Sounds like a potential firewall issue. Make sure you have exceptions set for Steam and COH2 in your firewall settings. |
"use the thing that okw doesnt have
mg "
In which case all the other OKW squads just use the thing that UKF doesn't have, grenades, flame ones in particular. |
How do you counter Sturms as the UKF? |
Maybe Mr.Smith's vet fix has more credence than I thought with regards the Churchill. Lone double shrecked Volks can get vet 3 without even destroying it! |
"As you said, more than 2 tommies on the field just isn't worth it."
I'm building more of them now, whilst dropping Brens puts you in a very awkward position if you only equip one and keep a very close eye on your squads you can get away with it. Complete PITA having to retreat a 3 man squad even when winning a firefight of course...
I'm having to build more of them as Vickers are too vulnerable to flame grenades and don't suppress / pin quickly enough, though I am building them in the late game as the only way to keep vetted squads at arms length is to suppress them. Now I come to think of it I generally want 3 Vet 3 Tommy squads with one Bren each so keep building them until that's what I have.
"Also, double snipers against 2x OKW is sooo fun but you better be good with sniper micro."
I've been trying 2 x snipers leading a command vehicle as a last resort to get rid of highly vetted squads. As you say your micro has to be on the dot and hope that not too much is happening elsewhere on the field.
Had some success with sniper + Vickers in a garrison late game though. Expensive, but I swear the Vickers is far more effective.. I mean I know the sniper is but the Vickers seems to vet up very quickly late game when accompanied by a sniper.
"Guys, i really want to know that is Heavy Engies viable against late game Axis ?"
Haven't really tried it that much but I suspect the answer is yes. Will test it in a tadge...
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I just had a play around with Sturms on CheatCommands II...
Vet 0 Sturm squad was able to cross red cover, close with and destroy a Vet 0 Tommy squad which was in green cover, generally for the loss of only 1 or 2 models. Other than a garrison or a trench this is the best the British mainline infantry can hope for ( the mod didn't seem to have trenchs and exited a garrison when I tried to change their faction).
Vet 2 Sturms appeared to be superior to Vet 0 Commandos, seemed to depend who started in cover ( commandos being callins would be likely to meet Vet 1 or 2 Sturms). With both at Vet 0 and starting both out of cover at short range Commandos would edge it, often with a single model left. Vet 2 Sturms would give Vet 2 Commandos a very close fight at close range ( saw both win it by 1 model) even if the Commandos were cloaked and had ambush bonus.
Vet 2 Sturms could close with Royal Engineers @ 0 in green cover across red cover and win. Sometimes for the loss of a single model. Again, engineers are likely to meet Sturms with Vet.
Now Commandos are 440MP, and admittedly can spawn from houses which is frightfully useful, but in pure combat ability there isn't that much daylight between them. Sturms basically rape Tommies even when the Tommies have the most favourable position possible.
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Thank you Sir! |
I've seen people using a mod to test how units perform against each other ( for instance A_E when the AEC was buffed) but have no idea what the mod is called or how to install it.
I'm probably being dim but could anyone point me in the right direction? |