Even the Russian incendiary arty doesn't set fire to buildings every time...
Yeah bundled nade spam is the way to go. Most buildings die to one bundled nade lol!
Yep. They're available pretty early on pgrens too, probably only a minute or less after he gets his fhq up. |
Ehat units will trigger the counter barrage from the 25 pounders? |
so the factions get overall nerfed,the things like obers and falls that actually needed buffs get nerfed and sturmpios a 8 popcap engineer gets repair speed and veternacy nerfs and the overall vet nerfs for no reason sorry i dont follow you and soviets gets cons buffed and penals stay the same
Don't complain about popcap on okw. They have probably some of the most under-popcap-valued units in the game (they fixed them in the revamp but they still have pretty low values looking at bang for buck). |
Used what, an artillery barrage?
And yeah lol, I learned it the hard way of either having only a single kettenkrad/PG squad repair the tank on the front if it was badly needed or pull back everybody to a safer distance and then tell them to all repair at once.
My PGs were too valuable to me, best infantry when fully upgraded in CoH in my opinion, sure they couldn't fly in or reinforce when not near a retreat point but they could repair and build stuff, or be as tough as Cross Holders, but given the right tools, veterancy and the use of a little bit of micro they could do wonders.
I loved charging Rangers with MP44 triple defensive vetted PGs and just seeing them rip them to shreds, any vehicle rushes were denied with the use of AT grenades, emplacements were burned out with flame grenades, AT guns were decrewed and opened up paths for Armor.
I loved playing Brits on the Allied side since I played the American Army so much when the game first came out that I kinda got sick of them, never liked the Wehrmacht's voices and uniforms, well, except for their more funny voices like Volks that is, but I'd never play an entire Army just for the funny voices of one squad and hoping I pick up the funny voices from other squads. Plus I loved the challenge of trying to play a defensive Brits, being the team's anvil so to speak, CoH 2's Brits have a more balanced approach towards their balance of not being too overly defensive which I prefer but oh well.
No, it was the p47 machine gun strafe, I swear.
Pgrens would get a little ridiculous when you sank enough fuel into their upgrades. I still have ptsd or something from when like 6-8 fully upgraded, vet3 squads would charge headfirst into multiple machine guns and just run them over without even getting suppressed.
I loved the commandos in coh1. So many good memories from dropping them in on some poor, unsuspecting wehr players' defensive line and absolutely ripping it to pieces while my infantry sections move up the field. |
Funny how people thought the Allies had the "cool uniforms" before the WBP hit. I must have missed the "cooler uniform" changes in the release notes.
Lololol |
You understand they changed the values so that buildings take forever to catch fire now? Ever thought about the train station I mentioned? It takes ages to even catch fire.
Yeah I think I've seen a building catch fire once ever. Stuka and bundled nade spam is still your best bet. |
Idk, it was still pretty effective last time I used it if I remember correctly.
My point being that FRPs or no such, blobs are still a very effective tactic, regardless. So I see little to no point in removing them.
I used it on some guy who was blob repairing his hetzer and wiped out every damn squad he had like 40 mins into the game. It was hilarious. It's still way better than the calliope or close air support commander strafes in coh2 (even taking into account that most infantry tends to die a lot faster in coh1). |
The huge difference is that HT blob can't break suppression - the intended blob counter.
+1
It's also not that hard to force back a halftrack once you have tanks and/or TDs. |
i am sorry really wtf at some of these okw changes....?????
jadtiger,sturmtiger,obers and falls nerf...??? really and whats with the universal popcap increase meanwhile ukf and us are untouched are they going to be touched later.??
Lol if usf got anymore popcap increases ambulance, major, and free officers would take up half their popcap. |
-Identify commander in the enemy loadout.
-If the map has a stone building in a key position which could cut you off, DONT ABANDON IT. Ex: south spawn Trois Point (Church) or Ettelbruck's middle Station.
-If the map is composed of wooden houses, then DON'T FIGHT over the FHQ. Use suppression and nuke it with indirect fire. If you push, use flamers/nades.
OH: flamer pio, mortar, FHT, mortar HT.
OKW: Stuka - P2, ISG - Flak HT. Volley nade, Goliath.
Remember, don't panic. Each FHQ means 300mp/60f down the drain if you are patient enough to not over-commit mp bleed into it. Buildings can't be repaired and any damage done, is permanent. The commander is practically an all in since it has no late game power. Anything more than 1 of them, means NO TECH/VEHICLES from the soviet player.
On teamgames, be careful of what their partner is doing. Don't be with your pants down if you are against an UK player and he skips all tech to get a quick Centaur/Cromwell. Ideally one player goes something fuel based to kill it early and the other goes for a medium tank.
Bundled nades nuke wooden buildings too. One is enough for most buildings. |