The second of our matches of the day. This time in alliance of defiance...at the factory...against okw...with firestorm.
I manage to fend off the double strum start, but my reign over the fuel is short lived. While I managed to recover at least my side of the complex it was nigh imposible to gain ground once the light vehicles start to roll. He managed to hold his VP thanks to a combination of an mg34, many times decrewed, and a flame hetzer that attack grounded me any time I smoke the mg. Finally a panther got added to the equation so further advances were out of questions. OKW player also stoped attaking from this side and focused on taking the middle vp.
I refocused on holding the middle, where sidaroth had managed to steal mg42s from the ostheer player and made the anchor of the onslaught that was about to come down against repeated infantry assaults repelled time after time with a combination of supressions and conscripts threw in to meat grinder to prevent volks with mp40's cap under the cover of their smoke grenades.
It was a though match, and small victories like stealing ostheers mortar and striping him of his paks (one of which was destroyed by one of my T34s firing at the fog of war and then destroying it) allowed us to come out victorious after such a grind at the trenches and constant bombardment
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Post History of cochosgo
Thread: Conscript build 23 May 2019, 01:34 AM
In: Replays |
Thread: Conscript build 13 May 2019, 01:23 AM
So, I've been practicing some conscript builds and seeing whats the best we can do outside the penal meta. I'm mostly trying to figure out the build orders after the 2nd conscript. Which situations call for a T2 into support weapons and which ones for a 4th conscript squad. Early healing? This match on elst outskirts I get double teamed from the start and I do my best to anchor the enemy at my side while sidaroth has free reign over his side. I try to avoid bleed as much as I can (I got for a 4 con start with healing which could've ended really bad if it wasn't for the ocassional fuel control delaying fuel. In the end I managed to survive until the T34/85s arrive to finish off the match In: Replays |
Thread: Soviet General Faction Changes - New cmdr mod 5.01 May 2019, 19:08 PM
Maxims balance is hampered by its awkward mechanics. Its a machinegun that moves as a wheeled vehicle. That makes positioning it always a problem. An order to adjust slightly to the side can make it spin around before setting up. There is also the usolvable death loop. Having a maxim is always micro taxing because you need to baby sit it or you lose it. The vet1 ability just makes it more taxing because to fully utilize it you need: 1) LOS on the enemy 2) having it already positioned (it has longer setting up time compared to other mgs) 3) 4 seconds for the mandatory reload to complete 4) constant protection from flanking units to avoid death loops 5) Manually change targets with the attack command Also this ends up shaping your combat around the maxim. Concessions need to be made on behalf of the problem the maxims mechacnics. Either reduce the time on the reload of sustained fire or remove the reload all togheter. If not, make the ability available at vet0 In: COH2 Balance |
Thread: Soviet General Faction Changes - New cmdr mod 5.024 Apr 2019, 15:48 PM
I'm really confused about the discussion about pickable weapons. As far as I remember, when relic gave cons glasses to finaly land their shots they also reduced their weapon slots to 1 and added a modifier to make looted weapons less effective In: COH2 Balance |
Thread: Soviet General Faction Changes - New cmdr mod 5.021 Apr 2019, 00:46 AM
I'm eager to try the 7 men conscripts. Once I though of making Urah! buff not them but nearby units or at least support weapons (rate of fire maybe?). It would make cons always usefull to build In: COH2 Balance |
Thread: Back from the brink of cathastrophe15 Apr 2019, 00:37 AM
Fuck poltawa and fuck paradroped elite troops with grenades, snares, stealth and weapons good at all ranges In: Replays |
Thread: New zis bug14 Apr 2019, 01:14 AM
Last night at Alliance of Defiance my Zis gun was down to the last 2 models, so I move up some cons to merge and keep it fighting. To my surprise, as cons got close to merge, suddenly the complete squad is routed from the battlefield. Apparently they merged as one of the gunners got killed, the gun got decrewed, routing the remaining members, at that point, the last gunner and the entire conscript squad In: COH2 Bugs |
Thread: The COH2 Ability Guide Mark 2.013 Apr 2019, 18:50 PM
Are you sure guards button disables weapons? I even had instances when the tank itselfs releases itself of button by firing the main gun and killing the dp gunners. I can confirm hull and coax machineguns stop working In: Guides |
Thread: New zis bug13 Apr 2019, 03:17 AM
Zis with 2 models gets new models from a conscript merge. While models are changing units the zis crew is reduced to the last model. Result: The whole conscript squad is routed alongside the last gunner In: Replays |
Thread: Comeback Teller15 Mar 2019, 19:58 PM
After being out for a pair of weeks due to my finals (and recovering from a really nasty stress peak) we are finally on the game again. This time, we are are playing on Alliance of Defiance against a rank 90 usf and a rank 300 brit. Things do not start well as I make huge mistakes (just to tell you, I built a mg bunker inside my base by mistake) but we manage to hold to the right fuel as much as we can. Then a miracle happens as a Telle ONE SHOTS two light vehicles and an infantry squad. Tellers also allowed us to kill 2 more shermans and even up the armor count. In: Replays |
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