adamírcz mentioned a great way to deal with emplacements as OKW, which is double leIG 18. While rather inadequate when dealing with garrisoned units, they are quite effective against buildings. leIGs outrange the British (UKF) mortar emplacement, and two of them gives you a very decent rate of fire that allows you to slowly but surely bring down emplacements. Remember to protect them from infantry or vehicles diving at them to take them out, however.
As for heavy armor, 17-prds are designed to WRECK heavy armor, especially tanks like the Tiger and Tiger II. However, the Jagdtiger (available in the Breakthrough Doctrine at 14CP) is an exception, because it simply outranges all British emplacements (including the 17-prd) and deals a whopping 320 damage per shot. Using attack ground (hotkey A, grid hotkeys Q) at the emplacement's position is a handy way to deal with Bofors and 17-prd Emplacements. However, you MUST keep it supported, Raketenwerfers or other Tanks, plus Volksgrenadiers/Panzerfusiliers for their vehicle snare, or else your Jadgtiger will die to a swarm of enemy tanks. If the enemy comes at you with a Bazooka or PIAT blob, laugh while your supporting units kill them, because the Jadgtiger has insane frontal armor (remember to back up your Jadtiger, though!).
Also, HelpingHans made a nice video on how to deal with "SimCity": https://www.youtube.com/watch?v=MkVxsYNab0s&t
Hope this helps!
+1
You can use attack ground with leigs on barrage cooldown to pound bofors and pits as well. When a bofors goes on brace I like to go usf style with my volks and split em up (to avoid vickers suppression) and run in and chuck flame nades everywhere. They do a lot of damage to braced emplacements and will oust the vickers too. The stgs do a good job against pits as well.
Leig outranges the pit? Rip simcities. |
Are assault grenades still the death to every building? If so, nerf those too lol.
For a whopping 15 munitions! (IIRC)
Buildings are horribly implemented into the game so I'm fine with them dying then they get looked at sideways.
The nades are a problem tho. Less so on Pgrens as the unit cant camo like Commando's with LGB. I think giving the nade a really large AOE but less damage, disperse the damage somewhat.
I think that'd be cool. Less cheesy wiping of mgs from camo right in front of their faces, but still punishes lone support teams as the stens will finish them off. I think it'd also help commandos deal with blobs, something that they're not very good at right now without a very well placed gammon bomb out of camo. |
This problem I have brought out in official forum 2-3years before when the time kubel even have suppression. USF is forced to lose the early game fuel point in 4v4 is fucking retardly design. And all the people on forum just think the kubel is fine and answer me. "l2p and l2 flank".i dont even understand how to flank multiple moving suppression platform while having less squad on the field until now .Now this problem isn't as serious as before, but the majority of players in this forum is simply axis-favoured, though I really dont understand how vet0 at nade on usf will break the game when I proposed 2 years before. It just punish bad play of kubel. I simply hope there isn't a vote on the balance change of team game meta this time, otherwise It will simply nerf ally and buff axis again that make ally totally unplayable in team game.
Kubel doesn't suppress. However, I feel like it should have more health and less armor so that it can be more reliably damaged by small arms at range but still retain about the same amount of survivability against infantry squads. This will also help the allied infantry vet faster as they will deal more damage instead of their rounds defflecting and giving no vet, and will also punish kubelspamming a little more because they will take marginally longer to repair as well as the ablove stated points. |
You can always count on the Major - his arty won't kill much but it'll at least force your opponent to move his support weapons. It's more of a combined arms synchronized push with your other units than a "nuke his support weapons" type deal.
Major also has recon for self spotting arty and both of his abilities get much better with vet. He also gets a fake barrage and sprint. |
The King Tiger when you use its spearhead ability,
"Set battery switches to full! Adjust field of view to 90 degrees!"
"Focus on the 90 degree arc! Divert power to traverse control!"
OKW Heavy tanks taking fire from the enemy,
"Ha ha ha! They're scratching our paint!"
The Wehrmacht tanks when you use their blitzkrieg ability,
"Blitzkrieg the bastards!"
Some of the idle chatter when there is a lull in combat, especially from the Wehrmacht units.
"I don't cheat, you just can't play cards!"
"Cold blooded? Nothing cold blooded about me! I get quite worked up!"
"Ever looked at a Maxim? Stone age! STONE AGE!"
Obersoldaten about the Italians,
"Did you hear what happened when the Italians joined the war? They were going to send 5 divisions to deal with them! Then someone pointed out they're on our side! So instead they sent 20 divisions!"
And these are just some of my favourites I've heard over the 1300 hours I've played. The unit dialogue is probably the main reason why I keep playing this game, along with the music despite what has been done to this game over the course of its life.
Hopefully if Relic does another Company of Heroes game set in WWII, they make the units as colourful and vibrant as they are in CoH 2. I've played the first one, and I found the dialogue to and personality of the units to fall flat, especially the German ones, but that is just my opinion. I think CoH 2 really improved over what CoH 1 did in that regard.
I actually really liked all the dialogue from the first coh. |
Can you write in what maps he can block cutoffs at 1v1 ?
Obers get suppression with vet. I think its ok that two rear echelons and a guy with a pistol can lock down one point in the entire match at vet3. |
I don't get why you people don't like having these units on the field. Major is an obvious one since it gives FRP. With vet it can also be used to block cutoff capture. The other 2 are also amazing late game thanks to the passive sprint. You don't get that ability on any non-officer usf squad.
Well, major is amazing but the other two basically limit usf to the classic old riflespam everywhere, as they are basically rifle squads but cannot take the place of rifles in a build order without sacrificing the early game advantage usf has, which is basically suicide. Long story short, makes usf that much less flexible. As units, they are very good. |
Yeah I rather not have the LT, CPT or Major and just field other units. These units are a manpower sink in the late game and even when you don't reinforce them, they still drain mp income. Silly design if you ask me.
Even if I don't want them, they still show up and drain my mp FeelsBadMan
Sometimes I really wish I could use that space for other units late game, like paras or rangers or team weapons. Capiqua made an interesting thread suggesting removing the free officers and in exchange, teching is cheaper or faster or something in order to get access to other options faster. All other factions really have access to a wider variety of units very early, so I would say that it's worth discussing. |
Because you can move it and there is no cooldown.
And it actually heals all the units at once, not just 3 models.
Yeah. |
Because the mines are really good?
I think Soviet T4 is underrated.
Actually tho. Katy hasn't been nerfed yet and t34s are only 80 fuel. I like to rush one in 1v1 before I start spamming m4cs everywhere.
Also worth noting that guards take muni for their DPs and can't fire them on the move (so they got two mosins shooting on the move when upgrades lol). Meanwhile penals don't have an AI upgrade and perform fine, leaving muni to spam demos or supply runs. |