Dual mortars are USF is quite hard but honestly use your own mortars.
Going for a pack howi is just silly, they are bad and will likely get wiped. Use the USF mortar and be smart, micro it.
Not many people know but the USF mortar, while lacking in range has an incredibly fast set up and tear down time.. and if they are investing in Mortars and MGs, you can take advantage of their static play, find somewhere and barrage his ass.. and then move. He'll be hitting the wrong spots and you'll be laughing.
USF mortar is quite deadly, it just lacks the range of its german counterpart (also you know, you can use them to smoke MG positions since Riflemen lost the smoke nade (??wtf???) and nobody makes more than 1 RE.
The deadlock between OST MG's, Mortars vs USF is pretty frustrating and if he's particular good you might be boned. A few lucky mortar hits, and you basically retreat after 1 hit, the OST mortars are nuts right now. |
Special Weapons, AT nades for Brits makes Piats so good and scares off lights. Vehicle detection is great (Even if it was slightly nerffed)
Double vickers melt squads, so good AI. It's a very good doctrine, well rounded and accomplishes AT and AI. British don't need help fighting heavies as you got the Firefly, 17 pounder and reliable brit AT guns.
So you're set! |
Tier 1 all the way man, be aggressive enough and rush that Su-76. Penals backed by Su76s is crazy good.
I run 4 penals and end up upgrading 1 to the anti tank package. Yes, it will gimp them vs infantry for the rest of the game. But when you rush in a penal w/ AT rifle to throw a satchel on a vehicle, and back them by Su76s you cause the enemy to squirm, rush their tanks back, meanwhile the su76s are popping shots!
Sometimes I backtrack and go Tier 2 just to get some machine guns... but you can also go Lend Lease and get some DHSK ( a real mans machine gun) or just go get the meatchopper (M5 w/ upgrade) |
The blobs are real since the nerf to the TNT. Axis players know they can run big ass blobs and not have to worry about being one shotted. Since allied MG's (except the .50 cal) are shit at suppression, but deal decent damage the blobs are hard to counter.
It can be hard to deal w/ the blobs before you can manage to get a katyush or any other artillery pieces. 120 MM mortars can be good, but very RNG and if your opponent is running a G43 blob chances are you're constantly being flanked and ran around by these aggressive pushes.
Tier 1 honestly, some people don't really like it but Penals are actually very good counters to Grens and to Volks. As they lose squad members they get stronger and stronger.. and with veterancy they become even more lethal. Tier 1 Penals can easily push back Volks or Grens, and eventually the vet lets them keep up. Just don't mass upgrade them all to ANTI tank rifles because they'll never keep up when they lose 2 rifles =(
Maxim used to be good when it pinned fast, had a narrow arc, and could setup at blazing speeds. I don't understand why they nerffed setup time, nerffed suppression and gave a wider arc.. Everyone knows the MG42 is king of suppression, can load rounds to deal massive damage to inf and light vehicles. The USF .50 cal is on par , but the Maxim and Vickers are shite. |
What he means by " The Tiger 1 Syndrome " is that the Tiger wasn't very good until it gained some veterancy bonuses.
Personally, as a long time Soviet player don't bother using the IS-2. You're correct in your findings, it's expensive and not very effective for the cost. Better off building other tanks.
Personally, to counter german armor I spam Su76s, 3-4 of them does nicely. Barrage positions, and you can hard counter any tank out there.. and if you lose one it's so cheap it doesn't matter.
Mark target, and it's deadly.. push w/ Penals w/ Satchels and upgrades or Tank Hunters and german armor will run away.
As a side note, I'd bring out a Tiger anytime I can. But I almost never use the IS-2, maybe if it got an upgrade like the KV-1 where it was 35% faster to repair. But this tank (at least if I remember) was the Stalin Tank, designed to duke it out w/ Tigers as it boasts a 122mm gun and fires 60 lb shells. Yet it can barely fight any tank on the field sadly in game. |
If OKW is going to have the ability to get caches then the pricing of all of their units needs to be adjusted and gated differently.
The entire faction was built around the elite ideal, which has gotten out of hand when vet5 volks feel near impossible to kill. The returns for vet5 on them became far too great, and it's always been known that if you want to beat out the OKW you have to be very aggressive because as the game goes on the germans start getting all of their fancy armor which the allies really didn't have anything comparable.
Obviously varies in game modes, I primarily play 2's with a friend (2000hrs roughly) but we've seen a significant shift in the games lifespan. We love asymmetrical balance, it's what makes Coh2 stand out against the other ww2 RTS games. But adding in caches.. no that'd ruin it.
Take the Panther, the OKW Panther is actually a lot better than the Ost, the patch just changed it. I'm not aware if its now the on par or what but for ages the OKW Panther was better at everything.. and a non-doctrinal heavy tank is nothing to forget. Back when they changed the King Tigers range to be able to fire back at tank destroyers was a huge game changer. Jagpanthers and King Tigers combined made it a nightmare, stealthed AT guns (and at the same panzershreck Volks).
Let's not forget that the vet5 volks also can deal with almost any situation, incendiary grenades, fausts, and a weapon upgrade. Don't forget that the stealthed AT gun just got buffed to no longer receive suppression (like all AT guns) but still gets to retreat (which no AT gun can) and still gets stealth, and ambush bonuses.
We're getting back to the days where as allies, I just steal every german weapon I can to gain an advantage rather than relying on my own arsenal....
Except the .50 cal.. my god.. the glory days. |
Well if im not mistaken i met you in 3v3 AT back in january, with your teamm8s: Isbjorn and Haukem if im not mistaken. And you all played horrible and started a huge whinefest in chat when we rekt you as both axis and allies.
Hell I even think Zansibar vidded it and Vali streamed those games, 10/10 blobbing skills.
Soviets arent too strong at all, they just have a shit ton of mediocre units which works well if youre in a AT.
I would like to see this rather than false accusations. Otherwise you're just full of it
Wrecked as both axis and allies? Surely with two games you have some proof other than just your word. |
I like the idea of a suicidal squad, +1 to oorah breaking suppression for penals only.
Another avenue would be to also add the received accuracy as the cost of their accuracy bonus at vet2. Right now Penals do great damage at vet3, but they lack survivability so that damage isn't that great when they are being cut to shreds if focused.
Besides, their MO is to flame and satchel generally everything else is gravy... and man have you seen how fast flamers kill units in buildings these days?
So sweet..
+1 to oraah breaking suppression
+1 to -29% received accuracy, a bonus most infantry get. |
So I've been having these games lately where the double sniper wrecks me as Osteer, you can't counter snipe them. When you do make a 222 there are guards and landmines all over the map.
As OKW you just spend all day getting sniped and pinned by maxims. Then when you can finally fight the Guards and Shocks walk over everything except obers which have to be babysat constantly due to the amount of damage they receive from indirect fire. Plus Obers cost more to make, more to reinforce, 60 munitions to slap a weapon on them. Useless bundle grenade, the only useful one is the smoke one which has a veterancy requirement. To top all of this you must make the flak base so tech everything up while you watch the soviets wreck you with Tier3.
Luch lose to guards, camoflagued AT guns, landmines, and a T-70 can beat a Luch plus also kill infantry, spot, hit a landmine and repair and run away.
The infantry spam is real, all these cons running around w/ AT nades, Molotovs, and flare mines. The AT nades snare any light vehicle play, the flare mines are 1 shotting infantry that pop in and out of buildings. Plus a molotov takes care of anything attempt to hide in a building with the really crapp mg34 that is doctrinal only.
The cheap su76 spam thats killing anything that I sit in cover while also countering tanks. I mean they have as much penetration as an su85 but they cost so much less. Plus have the added utility of barraging at no cost at all.
Fighting the ISU-152 is difficult unless you pick the 1 doctrine that has the Elephant in it, even then you have to try and manage a blob of infantry because of the lack of OKW support weapons..
This brings me the the katyush, cheap, low pop and 2 of them just wreck any area of the map. Minimum range barrages destroy even OST Artillery pieces. The Stuka hits a very small precise line, only good for killing weapon crews and not infantry on the move, at least the Panzerwerfer can do a bit more, but you have to predict where they are firing. .but the Katy just opens up and a huge swath of the map is annhiliated.
Then when you do manage to get something decent out like a Panther, KT.. it just instantly gets marked over and over again. Buttoned, marked, rammed, landmines everywhere. The cheap t-34-85s that flood the map or even the ISU-152 when its not using the instant wiping infantry shells.
I mean, even Penals are wrecking vet5 Volks and melting units in buildings so quickly you barely have time to react. Not to mention satchels are back and 1-2 shotting any building on the map making it scarey.
I mean whats with all these " Soviets are terrible " threads I see popping up when they literally have everything a faction needs except for the t34 being not so desirable? |
Asymmetrical balance, if you nerf the sturmpioneer maybe you want to consider giving OKW non-doctrinel machine guns. Because nothing screws them more than fighting maxim spams. The vickers may not stop the grenade from being thrown but it'll chew off 3-4 guys off your squad before it gets thrown.. then all you do is pack up and leave.
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