I have been having problems against penal battalions as well. In vCoH it was pretty simple as to how to use your infantry because volks were better at distance, rifles were better close up and tommies would obliterate at any range. In CoH2 there are so many variations to the infantry that I haven't gotten a grip on what is good against what and what are optimal ranges.
Finding it difficult to find a good build path as well. Checked out some of the guides but they all seem to be pretty outdated. |
In tourneys I have seen mainly SU vs. OKW but I was wondering why that is. Does OKW have an advantage against the other 2 factions and if so what is it? I have found myself floundering against USF and UKF lately whereas SU seems to be relatively straight forward in comparison.
Any tips would be most welcome. |
Against Brits snipers and mortars work quite well. I normally go for a sniper start early on and then get a mortar or two after teching. Mortars are quite important to counter emplacement spam which is becoming quite a bit more popular and which has always been a problem to deal with (when your opponent is practiced at it).
In general I don't think that getting more than 1 agren is a good idea and often getting even 1 is too many because they don't end up scaling very well. They are also only useful at short range so they are really meant to be used early as a flanking force. |
Speaking of snipers does anyone know whether it is possible to target individual models with the sniper like in vCoH or is this a mechanic that they permanently removed? |
I have noticed AT boys rifles and PTRS AT rifles to be quite powerful even when they are hitting frontal armour of medium tanks like ostwinds, P4s and panthers. If you still have the replay it would be interesting to see.
*edit - I see a replay which looks like it might be your more recent game. |
okay, sry for ölate ansering i was away by job...
where i have to piost the replay? here or in the extra "replay" zone?
Either one. |
I don't know about doing the whole mentorship thing but if you want to go over some games or practice against someone in 1v1s just add me on Steam. |
I would suggest MG, gren, gren, (mortar if your opponent has a maxim or if the map has a few buildings), gren and then maybe another T1 unit before teching to T2. After that you can get a 222, a PaK and maybe another gren depending on things. T3 tank (I suggest P4 against infantry and StuG against heavy armour).
My build order normally has an early sniper but if you have been just getting back into the game you might want to ease back in. |
Gonna need a replay to see where you are having difficulties. I have found the 222 is pretty good against maxims and a mortar works okay if your opponent is stuffing them into buildings. |
I am not really much of a Brits player but I have taken a look at one of your games (game c because it was the shortest) and I think that your biggest troubles are coming from micro and very general macro.
General Tips
- Don't sit out of cover unless you need to ie.capping a crucial vp
- Tommies can build sandbags so have them do this while they are capping (build them on the edge towards the enemy so you can cap in green cover but your enemy cannot.
- Don't repair under fire
- Give your damaged units med kits and use them periodically
Ok, now onto what actually happened.
Early Game
1. You go RHS on Angoville from top. Try going LHS and after you cap your fuel just hit your opponent's cut-off with a couple of squads.
2. You build an MG and stuff him in a building. He never ends up moving again and doesn't end up being very useful.
3. Your opponent builds a mortar and starts hitting your MG. Start moving your MG as soon as your opponent lands that first mortar shell.
Mid Game
1. You never end up teching for an AEC or Bofors and this is something you should be considering as soon as you have the fuel for it (which you did for quite a while)
2. Consider building a sniper (and microing him!). Snipers are a key unit for any faction that uses them and they serve multiple purposes becauses they can drop arty smoke, snare vehicles, bleed the enemy, and countersnipe (this is more difficult).
3. You have enough fuel to tech to Cromwells but never do.
There is no late game. I don't know that you needed to drop when you did even though the game was looking quite... squiffy. Try holding on until the last VP tick in every game. This will give you more practice and sometimes you can comeback.
Conclusion: Watch some high level players replays, streams or VODs on YouTube. Keep a close eye on what they build, when they build them, capping orders, specific micro and where they place their units. I would also suggest looking for a mentor so that you can play against someone of higher skill and get their advice on a more regular basis. |