As simple as that.
I can't make my flamers fire into an occupied house through the smoke (to counter mgs) using the attack ground command. Instead my flamer units just charge through the smoke until themselves are out of the smoke and attack the house in a similar fashion to the attack move command.
Its really weird because they can fire their flamethrowers over hedges and other tall, vision blockers.
Also I could swear I've been able to this in the past (maybe coh1?), also the enemy units sometimes abandon the building, so this seems to work but I'm not being able to pull this trick off
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Thread: How to use flamers through the smoke?29 Jan 2017, 17:56 PM
In: Strategy Desk |
Thread: Soviets: How do they work?26 Jan 2017, 20:51 PM
I don't mind if you necro this post because knowing the soviet metagame its something both helpful and relevant (still). Loosing units, vetted units can sometimes be crushing as the early units, specialy the infantry, need it to stay relevant in the late game, otherwise they would find themselves compleatly outclased by T4 units and enemy hardened infantry. That means, more bleeding |
Thread: Noob question: How to counter early axis MG spam?18 Jan 2017, 07:37 AM
MG spam its 3 mg or 2? Having so much stationary units means slower capture rates overall. Vs building: Bren Carrier, Sniper vs mg on the field, get your sections on a carrier and bypass it, disembark and shoot the crew in the back. Then steal it. If he is aiming to just lockdown territories it means he's leaving mgs alone. Remember you dont have to always kill the crew, if he's at least descent he will retreat it as soon as its flanked or droped below 2 gunners Also I think a garrisoned vickers has more range than a garrisoned 42 In: Strategy Desk |
Thread: New Community Map Feedback Thread11 Jan 2017, 21:47 PM
I've found another problem in Lisorne River: Infantry can't retreat (from north to south) through the bridge on the left, and instead of using the ford next to the bridge they run to the ford on the middle of the map to get back to the base. Got a replay to show In: COH2 Balance |
Thread: Vs OKW9 Jan 2017, 05:37 AM
What's the most effective way to deal with OKW infantry? I've found Conscripts can contain unupgraded volksgrenadiere, and Guards even supported with guards volks can charge and fight you at close range. Both sides will end up retreating with high casualties which you can't capitalize and both players are throwing mp to the sink. This also means the OKW infantry its getting veterancy which in time will make them individualy stronger than both conscripts and guards It seem Maxims are the way to go, since its supression forces him to retreat without getting much experience and without you bleeding manpower. I had success using Shocks. They seem to go toe to toe with upgraded Volks and Strums if used smartly (aka in cover). I haven't used penals that much to say anything. With the changes introduced in the WBP, OKW now has access to a usefull anti infantry/supression plataform in the way of the AA HT that, at the moment (1.4) seems to be able to kill T70s What do you think? |
Thread: Relic Winter Balance Preview v1.4 Update9 Jan 2017, 05:14 AM
Looks like AA HT can now beat the T70. I was fortunate enough to rush a Zis3 otherwise it would've wrecked my infantry In: COH2 Gameplay |
Thread: How to avoid "the dance"?8 Jan 2017, 17:26 PM
Thanks, but I always deploy my support weapons like that, and that's precisely when this dance happens, because the unit, having wheels, can't position itself with the same ease as support weapons carried by soldiers, thus it "dances" around. aaa gets the idea. I just want to redirect the weapon without any movement other that turning the gun to the right or the left In: Strategy Desk |
Thread: How to avoid "the dance"?8 Jan 2017, 05:51 AM
Sometimes when you order a wheeled support weapons (at guns, maxims) deploy it first makes a 360º turn before setting up. Sometimes its the difference between life and death for your units, specialy the soviet maxims Its there a way to make the unit set up right where it stands? I think there was a way in CoH1 In: Strategy Desk |
Thread: Anyone from MundoCoh here?7 Jan 2017, 07:59 AM
Back in the day there was a spanish community named MundoCoh (it's even featured in the game credits). It was such a fun place to hang back in my teen days to rage about that Ranger spam with fire up charging through my mgs. One day the webmaster (lol, no one uses that term anymore) closed it and while some tried to revive it the community was never able to recover. Few months after that I stoped playing CoH1. I still have fond memories of those days, as the community made the game for me, a place to show everyone your feats, ask for help and know a lot of cool people. Really cool, like, one of the guys there sent me a Special Edition with maps and a metalic box Have any of you guys made it here? In: Scrap Yard |
Thread: Relic Winter Balance Preview v1.4 Update7 Jan 2017, 07:38 AM
In live the doctrinal camo on Zis guns is bugged, not only does it make your crew to move slower (which is good), but also reload at a slower pace (bad) Was this adressed at any time? In: COH2 Gameplay |
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