1) Dont try to go toe to toe. 2vs1, catching out of position, superior cover are your friends. Ofc that wont work always, you should have either 50 cals, Pack-howies or M8s as main AI
2) Shermans are off-meta. Stuka is indeed wipey AF but he can only fire one as often and then you recrew, repair and go on
3)If he reversed outta range, it means you won that fight. Dont ever chase unless its only one shot away from death and fight from max range
1) It´s tough to go 2v1 in the late game, when all the infantry is usally a-moved in one big blob. A blob made of Fusiliers, Falls or Obers, covered by Raketens, will get through almost everything. I had games where I baited the enemy blob into my own, covered by a .50 cal. The .50 opened fire at max range, together with my entire blob, right as the enemy blob charged in. The perfect trap. Didn´t make a difference. I still got wrecked almost every time. Especially Fusiliers could use a nerf I think.¨
2) I guess that´s true, but as it gains veterancy, and cooldown bonuses, that becomes harder and harder. Guess I just have to dive it with my weak af armor.
3) Sure, but it´s the same thing as the Stuka. If I let the enemy tank get away, it will gain veterancy. At some point, that veterancy becomes too much for my Jacksons to handle, and they just start getting owned. |
Why don´t you try Airborne doctrine?
They have Paratroopers at 3 Cp with LMG upgrade. Add two Jacksons to that in the late game and you have a solid base to fight any Axis infantry or tank.
I did try it, but I just find that it´s really lacking in indirect fire. No real way to destroy Axis team weapons and bases. It forces you to rely on your team mate for that, which in the lower rankings is rather questionable. Also, the P-47s are useless when playing against double OKW, because the Schwer just shoots them down instantly. |
Hello, I have been wondering about a USF strategy for 2v2, and for team games in general. specifically late-game strategy. I can handle the early and mid-game quite well, but in the late game, I just don´t know what to do. USF is my weakest team game faction by far, and I would really appreciate some advice. The main problems I have are as follows:
1) Riflemen are innefective against elite Axis infantry. Even upgraded, they just struggle hard.
2) Shermans, the natural answer to that, get hard countered by Axis armor and AT, Pack howitzers, MGs and mortars get wiped either by the charging blob, or by Walking Stukas.
3) Jacksons get destroyed way too easily, which makes it almost impossible to destroy Axis armor. They just reverse out of range, because I can´t get close enough.
It´s basically the same almost every match. I win the early-game, hold OK through the mid-game, and then get absolutely picked apart in the late-game. Especially double USF is just unplayable for me.
Btw, I find that when playing Axis team games, the USF is usually the easiest opponent, so maybe that´s just how it is in team games, idk. I would be grateful for any advice on build orders, or just playstyle in general. |
I decided to reinstall CoH2 after 2 years not even touching it because i wanted to test british faction. As british army was announced they were super overpowered among with USA in a hilarious way that Axis had no chance to pass through their defences. So it made me to uninstall for another good 7 months.
Lately I came back to the game again and I have been playing a lot but seriously the balance is a serious joke now. OKW is the most overpowered faction ever designed in gaming history and British army has zero chance against OKW specially at early game since they cant even beat stormpioneers as they have no CQB unit. Volks now have everything that a man need to fight, panzerfaust (disabling vehicle) + Scavenging resources + auto heal on vet 3 + MP44 upgrade + 5 men squad + Vet 5 for free (because coh2 vet system is just hilarious that you might even find a vet 3 unit with zero kills) + Incendiary grenade + stun grenade (doc ability) well as you see all these abilities in ONE unit...
On the other hand, British faction is the ONLY faction with zero AT ability at early game because all factions including soviets USA and OKW and Wehrmacht have disabling anti tank ability like fausts or AT nades and in this game a light tank is dead as soon as the engine gets damaged as all the mentioned AT abilities are homing and you can't avoid them while the player activates them. British army is the only faction which has no infantry with disabling AT ability unles you are playing Boys AT rifle squads which is a paid DLC and it takes two of those nades to disable a tank.
When you read the describtion for Comet and Churchil Tanks it says they are effective against ALL targets. Comet never ever hits infantry units and Churchil never ever penetrates a tank so how is this effective against ALL units?
Commandos are called to be the most elite anti infantry unit in the game but it is so hilarious when you see they get outplayed against stormpioneer on vet 0 becuase the SMG cool down is a joke on commandos unlike what they used to be back in CoH1. I personally prefer to see the gamon bomb being removed and in return they get better anti infantry combat ability and more armor so they can be called "elite" but compare OKW fallschrimjaegers to commandos: They come in 4 men with FG42 which is♥♥♥♥♥♥♥♥infantry in ALL ranges and Anti tank ablitiy panzerfaust and ALSO bundled grenade and passive camoflauge.
I honestly find OKW the most frustrating faction because there is zero skill playing this click to win army. If the units in this game were getting vetted by actually kiling and not just taking daamge I would be fine with vet 5 but in most cases they are being rewarded for free and it come even more brutal when Ubersoldats with LMG34 are being rewarded by such joke vet system.
KingTiger and Jagdtiger are two tanks which completely outplay the entire allied tanks specially brits with Paper armor and they are not limited to only ONE like Tiger Ace is. Seriously TigerAce is less game changing than Jagdtiger so how come that one is limited to 1 and jagdtiger is unlimited deployment?
Sherman Firefly is meant to be the best AT tank in the game but it bounces against Panzer4 front armor and it dies with 2 shots and most of the time it even loses its main gun when it is 50% HP.
Why OKW needs a retreatable AT gun which can camoflauge and NEVER bounces against armor and also can be placed in buildings??? Why OKW needs a 6 men squad called panzerfusiliers which rape infantry at any range and can throw grenades and have high HP, and they are called "light infantry"....
I am not a faction fanboy I play all factions but I mainly play 2v2 and OKW is a serious issue in Team games. Soviets are the only faction whcih can deal with OKW a bit but US and UK are outplayed (and specially UK at early game).
Back in CoH1, The only annoying part of the game was the 5% bugs and too much randomness but for certain units there were never a random luck like firefly and heavy tanks always penetrating but in CoH2 I even had a match where firefly bonuced against Stuka truck. How can you expect this game to be an ESL when it is 1% based on skill and 89% on wallet and 10% on luck?
I am not sure you know your stuff tbh. Some of the things you wrote are, well, just plain wrong. Try reading up a little bit on the topic on other threads, or just read an OKW manual because honestly, when you know this little about the game, no wonder you are losing matches. |
What's the problem with Gelsenkirchen?
Soviet Urban Defense doctrine is like auto-win on this map, at least vs OKW
You just answered your own question. You know, some people, maybe even most people, don´t like mismatches in competitive gameplay. Some actually prefer to play a balanced game. |
Mind that if the number of vetoes goes high enough you will actually have to play on the vetoed ones - becouse the other player will veto the other half.
Some maps, like Faymonville for instance, will never be vetoed, because they are actually good maps. Other ones are unbalanced to a crazy level, either side-wise, faction-wise, or both(Lost Glider, La Gleize Breakout, Caen...). Adding maybe 3 more vetoes would be enough, just to get rid of the worst ones. |
I think I agree to a certain extent. The cons merging is certainly more viable with rapid conscription and against Ostheer because they get severely outclassed by late game OKW infantry. However many doctrines give Conscripts other usefull abilities which makes them viable in supporting roles throughout the game. the combination of rapid conscription, ppsh package and repair kits that you get in the reserve army can make them decent all rounders and make combat engineers almost redundant (apart from perhaps one to place booby traps).
I agree with that, AGAINST OSTHEER. Against late OKW, even the PPSh is useless, because they get mowed down when they close in, even with Ooooraaah! and then are equal at best to vetted Volks up close, similar to how Ostheer can easily counter them with Pgrens. Having combat squads repairing when they could be fighting/capping is usually very bad for your map control, especially against the more skilled players. It is the same reason almost nobody uses Riflemen mines. If they buffed the repair, or made it faster with vet, it would be different, but as it is, it is mostly just a waste of a combat squad. Make engineers, give them a flamethrower, vet them up to vet2/vet3, and they repair like 3 Cons at once. |
I don't think it makes it really bad, just not crazy OP.
By merging a new conscript squad with for example vet 3 guards, you are still able to keep that team in the fight without withdrawing them. Sure, they will not be as hardcore as if they had reinforced at base, but they still stay on the battlefield for longer with all their abilities and weapons and the conscripts in their squad has reinforced their survivability for only 20 mp/model.
Problem is that they will bleed you manpower in the long run, just like Cons do(unless you use Rapid Conscription, then you got yourself a perpetum mobile, lol), because Cons are just trash, especially later on. Early on, it might be helpful, if you can spare the micro. Later on however, especially OKW infantry just rapes Cons without any effort at all(especially now, when the Maxim takes like 10 sec to suppress Volks and gets raped by Obers from the front), so having your elite squads tainted by the smell of Conscripts is just not very helpful, because you will be under constant bleed.
I tend to leave the Cons out completely when going for Penals, they just seem redundant, and require fuel to be useful, which considering how sh*t they are, really isn´t worth it, unless you build 3 or more. It is far better to back-tech to Support Weapon if you want some backup plan, at least IMO. They are decent against Ost though, because Ost has decent counter to Penal spam, unlike OKW. You can flood the map early, steal garrisons, build some annoying sandbags and build up later on. And also, Soviets without Conscripts once in a while would be a bit shallow.
I think Loop is right, based on what I have heard so far. It is good for team weapons. On the other hand, if your team weapon gets attacked in a way that forces you to do this, it is usually better to retreat it anyway(unless you want to sabotage your opponents army by giving him a Maxim, heh), rather than leaving it on low health after, for instance, taking a mortar hit. |
Hello, I have seen several players using Rapid Conscription to replenish their Penals, so I have been wondering, how exactly does it work? How good are the merged models when they become Penals? Do they become as accurate as Penals? Do they have the same DPS and armor? Thank you for answering. |
I thought the same thing for a long time, but then someone pointed out that even if it is cheesy, it makes sense for a blob to take out a single unsupported mg. Think about it: 4+ squads (so over 1000 manpower) probably with at least 60 muni worth of upgrades on each, vs. one 260-280 manpower mg on its own. It just doesn't make sense. It's like saying "7 a-moving su85s can kill one elefant this is a problem because elefant is supposed to counter su85, elefant UP" BTW, when squads don't all get suppressed at the same time hey usually bunch up really hard once they do, so grenades and barrages totally wreck them if they don't retreat immediately (said hitch they usually do).
I still think that nerfing RA will not fix anything for anyone, but just make tanks in lategame super op and make random infantry wipes as normal as model drops. There are other ways to stress cover in the lategame (like some of my proposals in the post you quoted).
Yeah let's just stop talking about emplacements on this thread, no reason for it.
¨
How do you buff cover any more? Infantry in heavy cover are already almost invincible. At least remove the vet modifiers for received accuracy though. Vet3 Riflemen are problem even in 1v1, never mind blobbing. Replace them with either more accuracy, or some abilities(sprint, stun grenade, smoke grenade, self-healing, suppressing fire and so on), so it is actually skill based, rather than "I will just stand in the open because I can" type of mentality.
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