I want to check the maps layout or any kind of guide so that I can improve my tactics in each map instead of try and error because...they are quite many.
Back in CoH1 I remember we had our share of map guides in Gamereplays, showing the roads and the zones infantry could fire from buildings, even the in detail analysis of important chokepoints
Do we have anything like that in CoH2? |
Thanks for the help!
Any tips on mine placement and mortar usage?
I've managed, through some sneaky plays to get full squad wipes using the tellers in the retreat path and I use the smoke shells to block vision and split enemy units.
Against which factions or playstyles are mortars the most usefull? I still don't find it mandatory but it's really usefull in the early game because it obliterates "green" infantry. As the infantry squads level up it seems to be less efective (rookies tend to get whiped by a single shell and the splash damage, but veterans can only die from a direct hit), but hey, every MP point the enemy is using to reinforce the less he's using to build vehicles
I can't wait to finish my exams to try some stuff |
Thanks!
I'm gonna try this.
I need to improve my micro with the 222, I can't make them last long enough to be effective beyond the early scare. |
Hello there. I'm getting my grip on the early game skirmishes but I've problems getting into the teching paths. There must be some kind of blueprint that I can use as a reference to move out of tier1
What I got for now it's this:
My objective in the early game is to force the enemy to retreat from the most valuable area of the map, thus making my oponent waste time that he could use to cap the rest of the map.
From there, as far as I know, the main path for the ostheer its go for 2x222s. And a Pak...I don't like paks as I can't position them right and they always end up packing and setting up trying to get enemy vehicles within their cone. I don't know what to do in tier2. Harass enemy supply lines to delay tanks?
I'm totally clueless about tier3 and 4. I just go for stugs as I find Panzer IVs not really that effective.
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Yikes, I find field reinformcents are escential for the german factions because they have the lowest model count of them all. |
Has the OKW any way to reinforce their units on the field?
The batallion command (the one with the medics) it's better to place it inside your base or in the field? |
Sorry to revive the thread. But I'm also trying to learn the USF as a CoH1 whermacht player.
I think the key to make the transition from the ostheer to the USF it's understanding the way each army works.
Riflemen are the key. They have 5 men, each armed with semiautomatic rifles (higher rate of fire), can be upgraded to use frags and smoke and they can equip BAR's and/or Bazookas, with veterancy 1 they have access to AT rifle grenades that can criple medium tanks and finish anything below that. You need to tech up (and delay vehicles) to have a hmg
The german Grenadiers on the other hand have 4 men per squad, use bolt action rifles (lower fire rate but better efectiveness at longer distances), they can use panzerfausts the same way as rifle at-nades. By upgrading to tier2 they only recieve the antipersonel rifle grenade. They can also equip lmgs that requiere them to be stationary.
To get PzShreacks they need to field panzergrenadiers and cripple their anti-infantry power. But you can field mg42s in tier0
Americans rely on manouvers as each rifleman on it's own its a really nice fire plataform. Germans rely on positioning as their units have more specific roles and lower numbers.
So you have to move your riflemen with enough space for them to support each other and avoid getting supressed by machineguns. The ostheer relies on the mg to keep the americans at bay so the grenediers can pick them up as they deal more damage at long range. If you screw the german positioning you are dictating the rules of the battle and they have to adapt with a more rigid army. |