I actually like the button solution, but I'd like to add that it'd probably be OP on commandos since vehicles are supposed to counter them. Personally, when I use commandos, vehicles are what I am most worried about and I think that is balacned and sensible, as they are very good anti-infantry elite troops who are (IMO) intended to be countered by vehicles just like say, obers or normal paratroopers.
I don't like the sticky bomb solution quite as much (although I still think it's better than the current situation) because the brits do have some pretty nice pseudo-snare abilities with the AEC treadshot, sniper critical shot, and firefly tulips. Then again, only the AEC impedes movement on tanks and is really hard to pull off and ostheer has mulitple stun abilities as well. I think at least having button would be a good enough solution IMO when taking into account these abilities as they are great abilities but also are dependent on building those somewhat niche units and are still not quite as powerful as regular old snares on infantry in abundance, but I feel that giving sticky bombs to royal engineers would be a bit much with such abilities. I do feel brits need more significant buffs in other areas though.
Buff the Piat's damage to 100 instead. I would rather the British doesn't get snare to keep things different.
The fact that Tommies need to dual equip bren also mean they are penalized from mixing equipment.
and lower the cost and pop maintaince on the Firefly:
https://www.coh2.org/topic/70821/firefly-need-to-be-cheaper
Mixing equipment is already a bad idea in and of itself for a multitude of reasons, as is putting anything but lmgs on tommies (as in piats). |
I like Vanguard, since the airlanding officer has a recon similar to the USF Major, except its better and cheaper. Its also a pretty varied commander as well. Only thing you lack is indirect fire.
What game mode are you playing?
+1
Also remember that you can scout with commandos in cloak and tommies with the pyrotechnics upgrade. Scouting with the sniper is also an option, albeit risky and a bit of a waste of killing power (with commandos you can just go engage right after).
Edit: the vanguard airlanding officer recon is also super cheap. It's like 30 muni or something but it isn't a loiter. |
I think they need to give UKF infantry Sections access to smoke with the grenade side tech like the way USF used to be because as it stands now OST will shut you down hard with their T0, insta-pin MG42s and you can't do much about it until teching to the platoon CP but by then its often too late as they've already locked down their strategic points on the map while their MGs are vetted up and their panzerfausts are unlocked so you can forget about using the WASP UC.
Holding key buildings and using the UC for the early game (hard to not get fausted but it’s there) is your best bet for mgs. Mid game you have the sniper and commandos if you’ve gone the right doctrines, which are a pretty good counter and the latter even has a smoke grenade now.
Correct me if I'm wrong but commandos feel almost required now and that's just so you can abuse the cheese camo-nade strat. That is until OKW get obers with IR's or an IR HT then its simply GG.
I've not played enough this patch to fully appreciate the nerfs/buffs(?) but off the bat I struggle a hell of a lot more in infantry engagements.
Late games really show the UKF weakness however, so much yellow cover that obers go toe to toe with an MG and win without so much as a sniff of suppression, or volks walk up to it and flame nade it, your crom/FF/Cent get penned by AT guns consistently and 1 faust can ruin your day, then the FF fails to pen but if you go AT guns to up your chances, Stuka/Werfer with flares/searchlight says hi.
It's relentless, you're always on the back foot trying to counter a counter that is then countered by something that.. has no counter!
Least this is my recent exp from 3v3 games.
Commandos feel like a must to me as well, and the only loadout I ever use is literally just all 3 of the commanders that have commandos in them (doesn’t help that most of the other ones are pretty underwhelming now IMO). They are very good though, and borderline overpoweredly abusable. |
The problem is not being flanked, the prob is, that a blob of penals can run direct into an mg and bring it down, as long as there is any yellow cover, no matter if mg itself is having green cover.
Well, that all would be fine, because they are expensive, but I want to have something in my toolbox, that would stop that no brainer a- moving blobb.
Putting 1 hmg by itself is just as brainless as blobbing. Hmgs have a longer range than infantry for a reason, but they can’t self-spot to the maximum of that range. All you need to do to solve that problem is have literally any infantry squad in front of it. Besides the obvious advantage of having more men in front of your machine gunner, you can actually take advantage of the increased range. It baffles me how many players (regardless of faction) just stick an hmg by itself and expect it to hardcounter all infantry that walks in front of it. At that point it’s just a question of who throws more raw power at each other if you’re both playing that brainlessly and the blob will obviously win because it’s like 900 manpower vs. 280. It’s stupid, it’s cheesy, but frankly, so is leaving an hmg by itself. I don’t mean to be insulting and I’m sorry for phrasing it that way but that’s what it is. |
Well, I just wish they would fix the bugs to the sound and animation as it’s the only indicator. Other than that it’s not all that bad IMO, and I’ve had times where I see the grenade flying through the air without having noticed the animation (due to bugging or me just not paying attention or whatever) and I’m still able to save the squad. |
I’m no strategist or top 50 player but I’ll throw my 2 cents in I guess.
I like to open with UC -> Vickers -> tech -> sniper -> royal engineers -> aec sidetech and aec -> royal engineers.
The biggest problem with this opening is not having a lot of initial capping power which doesn’t matter at all for teamgames but in 1v1s sometimes I’ll build a second IS before I tech in lieu of getting a second RE after the aec, but it’s not preferable. If you play it right, you can do a lot of damage with just the UC, tommies, and vickers working together and sometimes I’ll even be able to not lose a single model before I get a sniper out by making sure I support he tommies with the vickers and vice versa and abusing the shit out of the UC (careful not to get fausted or stray into the arc of an mg42). You also have a very small window until 222s start rolling after you get the sniper so getting the aec as soon as possible is a must or else you will almost certainly lose the sniper and UC as it counters both very well and tommies have no snares. Losing the sniper is a serious blunder as it is the main way to deal with team weapon spam and garrisons and in the lategame, can be really annoying for axis elite infantry (as well as pretty much all of ost infantry.
At this point I either go vanguard or mobile assault depending on whether I want infantry flamers and land mattress or officer charges and a crocodile, but I always choose as soon as I get 3 cp at the latest because I immediately get a commando squad or even two if manpower allows. I put piats on one of my engineer squads and possibly even get an at gun if I’m on the back foot (it’s very possible to have well over 700 manpower before you get commandos if you keep the bleed to a minimum). I tech to t3 and get a Cromwell out when I can as well.
Commandos are great but to use them to their maximum potential you should mak th most of their camouflage to always take the first shot and always have an advantage over the enemy when using them (being in close range and not overwhelmingly outnumbered). Having them guard a random point is also borderline OP and a cheesy grenade has gotten me many a wipe. Don’t forget that they have smoke grenades as well (they’re just normal shock trooper style smokes now) and that they are even better with double brens, even at close range, and can fire on the move with them and are more accurate than tommies (it’s actually almost a bit ridiculous but it’s the only thing British infantry have now). It’s also fairly easy to wipe weapon teams by sneaking up in camo and chucking a nade at them, and I like to steal ost mortars in this fashion.
The great thing about this build is that even if they get a tank out well before you do, it’s very possible to kill it even without an at gun. If it overextended at all (which many times it will as brits have no snares and the aec is a juicy and often underestimated target) you can hit it with a treadshot and start circle strafing. To make this even easier, the sniper’s vet1 ability will turret lock a p4 or stun a stug, allowing your aec almost free reign. Bring in the piat engineers before the treadshot wears off and that tank is definitely dead.
In the late game I’ll go hammer and start spamming as many comets as possible (which means like 2 of them) or if I went vanguard I’ll sometimes get a croc and back it up with at guns (mostly and especially in teamgames). Land mattresses are 100% situational and you’ll know if you need them. At this point you have a strong, decently versatile (and probably maxed out on pop) force that should be able to deal with pretty much anything. |
Despite being pretty squishy, I actually love pgrens a lot. They’re very good for defending your mg42(s) from flanking allied infantry and are reasonably tough with vet. Just remember to be really careful with them as they are only 4 men. I like to use them mostly as a defensive squad and occasionally use them to flank a position (the latter of which can be really risky but also crazy rewarding because of their wiping potential with 4 stgs). |
No kidding but if you ask most people who would you rather shoot, women and children or men I bet most would most would say men.
True true. I agree with that statement a lot actually, but it’s still the same end result and the same action. Also this is one of the times where it’s sort of historically accurate as I think there were a decent number of cases of female partisan fighters. I don’t feel real strongly about the whole “women in historical video games” debate but I just wanted to point out that shooting a man is still shooting a person just as much as shooting a women is still shooting a person.
Also, female Soviet snipers are still getting shot in coh2. |
I mean I understand the idea behind shooting women in war is pretty brutal, but if it was already in the game ¯\_(ツ)_/¯
IMO shooting anyone in war is pretty brutal. Bullets and shells aren’t sexist; they do the exact same thing to male and female tissue and we’re all humans.
I actually feel more touched by the voices of machine operators as they seem to be in despair, screaming for help. Snipers and partisans seem to die in a strong resolve to take as many nazis as possible with them, like heroes.
This is nothing though, in impossible creatures, which is another relic game, you could kill endangered species like dolphins or killer whales. I wonder how their charity likes that
What if I tell you that if there is no women among partisans then they must be homosexual?
I always felt really bad for vehicle crews when they died. Maybe it’s the fact that they have dedicated voices lines that play when they die, but it just seems so much more awful to go up in a fuel/ammunition explosion in your own vehicle and some of the lines even reference trying to escape the vehicles (which is obviously never successful with anyone but the rare usf ditch).
Personally I’d rather take a bullet to the head or even lungs/thigh/other lethal area. |
I agree. The point I'm making is that there is no reason to place a truck outside of the base. Pretty much 2 of any off-map will destroy it and it can't be repaired fast enough. The on map stuff isn't accurate enough to be much of a problem.
200+ munitions is a lot to spend back to back, and that’s assuming hat you hold control of the situation long enough for it to cool down and be used again if it’s a 1v1 as well. I personally like to cover really obvious cutoffs such as the ones on kholodny and langreskaya with them just because most of the time they aren’t able or willing to spam offmaps on it and if they try to destroy it with their troops it’s much easier to take control of the engagement on defense right outside of your base and can win you the game if they overextend. Also worth noting that I often go all-in to destroy them as allies in 1v1s. When it works, it’s great, but if it doesn’t, you’ve possibly lost a lot of units and/or wasted offmaps on it while sacrificing your presence on the rest of the map for a considerable time.
TL; DR I think there’s a significant amount of risk vs reward for both sides in this situation and if they have 200+ muni just sitting around as any allied faction (except maybe soviets) then they’ve been sacrificing a lot of anti infantry capabilities earlier. Have fun using vanilla riflemen or tommies without grenades or smoke support against stg volks and falls or obers. |