You must be delusional to think M2HB are worse than MG42 or Rifles are worse than Grens. Try not charging Rifles into Grens over open areas would be my advice. M2HB are also godly with the only weakness being the crew dies to a small wind. AP rounds are also very effective against LVs, though their speed means they can just get away with no snares.
Though I would say that in this patch the strongest Allied faction currently is SU>USF>UKF meanwhile Axis OST>OKW
I agree with this from a 1v1 standpoint, but in 1v1 the strongest factions were always the most complete factions I.e. EFA. Simply because they have all the tools at their disposal to deal with most/all threats. The few times I've seen non-EFA become meta would be when UKF was busted on release up through Comet/Crom nerfs or OKW in teamgames.
OR When a single doctrine would supplement all a factions weaknesses like the 5CP landmattress.
Its pretty simple tbh. It has high cost, which it then gets large durability from that. If that was lowered we could easily make it stronger, but I'm sure someone would complain that "This sherman dies to 1 shell".
Just remove it. If it is literally just going to be a clone of KFS but with deep snow in places then why would anyone enjoy it over KFS.
If you done 100 tests i bet they would be similar as it was only the mgs from the tank firing and not rng from the main canon.
Ohhhh I didn't know you weren't using the main cannon. Now prioritize vehicles makes sense.
Because people were querying the dps of the mgs so i didnt want the canon firing. Maybe read the thread and you would understand where i was coming from.
The thread is titled "brit tank scatter" not "MG DPS". Clarity on your end would have helped instead of assumptions.
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Hi Riley,
I only had time so far to have a proper look at the first half of the game. Around that point you actually also start getting in trouble. This are my comments so far. I will get back on the rest of the game later this week.
Generally I think you are maybe not yet familiar with the types of units, their abilities and general faction army compositions, which makes perfect sense since you only started playing
Conscripts are close combat units. Grenadiers are long range units. So always try to get up close with you conscripts. Your conscripts will lose long range engagements to Grenadiers.
First encounter: most of the times an Ostheer player build an mg as their very first unit, so beware of walking into an mg early game. After a while you will get a feeling for obvious spots for these early mg's. You could consider keeping 2 (or maybe even 3) conscripts in each others vicinity; close enough so they can support eachother if one gets suppressed (but still capping the map), but spread out enough to not get suppressed together. Or try not to approach obvious mg spots head on but circle around them. Pushing his mg off the field early game will be a major headache for the Ostheer player.
At 04:10 you attack his fuel. You know that before he had an MG near the centre VP, and you haven't seen it since. It is likely the MG is still around somewhere and will turn around once he notices you attacking his fuel. Be prepared for that. Perhaps take another squad with you and position it so that it is not easly caught out by the MG and/or easily able to flank it. Maybe you could have also waited to attack with a larger part of your conscripts, instead of only two of them (out of four). There was an idle conscript squad near you fuel that you could have used.
Around the 7 min mark Grenadiers capture 'your' VP and get in the house. You send three conscripts there. Squads in buildings can only shoot out of windows. This means that if a side of the building has only one window or no windows at all, the squads inside can only shoot at enemies on that side of the house with either one model or no models at all. But squads outside the house can still shoot at the squad inside the house with all their models, no matter if there are windows on that side of the house at all. You could have positioned all your conscripts direct at the short side of the house with only one window to flush out the Grenadiers quickly that way. And when the squad got out of the house, you could have immediately moved in your most left conscript squad to the Grenadiers to do maximum damage and potentially get a wipe. Conscripts do well at short range, Grenadiers do well at long range.
Learn to recognize when a Grenadier squad will fire a rifle grenade. You can watch it in the replay, but basically one of the models will kneel down and kind of position his rifle like a mortar pipe. Then you have some time to reposition, which will not always be enough but can help. For the best defense against grenades, read the Rookie/Veteran guide on COH2 (posted not too long ago).
Your opponents Mortar half track is a pain in the ass. One way to mitigate damage of Area Of Effect weapons (mortars, grenades, flamers, artillery) is to spread out your squads. Around the 8 minute mark your heavy mortar and conscript squad are standing very close together. That way both squads could get hit by the same mortar shell. Don't clump up units.
Around 09:30 your heavy mortar is very low on health with 5 models. It was already a bit of a (calculated) risk keeping it around, one hit of the mortar half track could have wiped it. But when the enemy engineers closed in (they do quite some damage close range) you should have retreated it instantly to heal up/reinforce. Luckily it didnt get wiped.
Around 09:50/10:30 you take some engagements that don't look so promising for you: your conscript on his fuel will get suppressed (you can see the mg setting up right in your face) and you may/may not have enough time to decap for getting pinned. After that, you force your guards to throw a grenade at an mg before retreating. Im not sure if that move actually made you lose models, but it did not really gain you anything, at the very least you took quite some health damage on your expensive guards while only killing one or two MG models, which he can easily replace. Only do these kind of actions if you could get a wipe, which in this case there was no chance of at all.
You left your conscripts at your ammo point (on the right side of the map) standing around for quite long. They were low on health and would not put up a good fight anyway if there was enemy activity. Get them back and get them at full strength again. You could always also consider getting one mg to guard a point. If you set it up at a good position, chances are your opponent will keep running into it. But also consider repositioning it.
Around the 12 min mark, you are walking two conscript squads into an MG. This is not your full army; you are attacking his main force head on but only with small parts of your army at a time, which is more easy for him to deal with. Also, one of the squads has 4 members but is very low on health so it can die easily or at least can only stay in the fight a short amount of time. Only take healthy squads with you. Also, remember your heavy mortar can do a smoke barrage and use a flare. These things can help you to see your opponent's position and/or smoke off MG's so you can flank it. Only after your first two squads are forced off, you bring in two more. But you made good use of the mortar to back up your assault!
Around 18:30, you are sending one conscript into the centre VP. This is wise in the sense that you can see if there is an MG or AT-gun, but the rest of you army is too far away/too passive to support it, causing it to get wiped.
Around the 19min mark you are sending in you T34 to go after the Ostwind. The Ostwind itself should not be too much of a problem since you have the T34. The Ostwind is very strong against infantry but does little damage to medium or heavy tanks. Chasing it could work if you are sure there is not real AT on the field, or risks of being snared by panzefausts. But once you saw the Stug (which does little damage to infantry but is strong against tanks), you should have retreated the T34 and be more careful with it. Again, you could use the mortar to scout/smoke to see where the Stug is at. Also, an AT-gun could have helped a lot against the Stug, provided that you keep paying attention to the threat of the mortar half track.
Don't engage the Stug like that with the T34. The Stug is very strong against tanks, as you noticed. But if you still do want to engage it, you can use the Mark Vehicle ability or Button ability (of your Guards) to increase the chance of killing it with help of your Guards squad.
I think this is the point where you really start to get in trouble. You have no way of countering the Ostwind. If you can't build tanks, build 1 or 2 AT-guns.
Then you chase the Stug. Your infantry gets murdered by the Ostwind, and chances of actually killing the Stug with 2 conscripts and one Guards squad are small: Conscripts don't damage tanks, except with their AT-grenades (which you did not research). One squad of Guards could perhaps finish off the Stug, but not when its getting ripped apart by PanzerGrenadiers (also very strong against infantry at close range. This can change if they get upgrades with Panzeschrecks, which are basically bazookas and are strong against tanks, but limiting their effectiveness against infantry) and an Ostwind.
As I said, I will get back on the rest of the match later. I hope this however has already provided some useful information!
Very nice review
Although you gave a tip that says conscripts are close quaters units. This used to be true since their rifles were unpredictable at long range in the past, this has been changed though. Currently cons trade relativly even with grenadiers at max range before upgrades and vet.
I think he was referring to Prioritize Vehicle.
Ah, that would make sense on what he said, but why he did it I do not know.... He was shooting conscripts not armor.
I just did a test in cheatmod. 2 times per tank against cons in neutral cover. The tanks were set to AT.
T34/76
24 secs
31 secs
P4 no mg upgrade
48 secs
52 secs
P4 with mg upgrade
26 secs
29 secs
Cromwell
1 min 12 secs
1 min 2 secs
I don't doubt this test, but just saying 2 tests isn't enough to go to the conclusion of "NEEDZ BUFF NAOW". Also why mention "tanks set to AT" when the only tank which can change its shell is the sherman, which is missing from here?
flak track or luchs. Volks don't cut it 1v1 vs rifles so you need to either outnumber him in engagements or get a light through midgame. MG34s are ok but won't force retreats alone because of lack of damage. Your lights shouldn't be inrange of AT grenades.
The EZ8 has more health than regular tanks, doesn't it?
Yes, standard mediums have 640 HP and the EZ8 has 720.
What about the idea of certain units, probably assualt guns having the ability to switch ammo types. Say between AP for deflection damage and full damage on pen but medicore penetration stats and HEAT or APCBC for larger pen and full damage, but no deflection damage.