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because he is just axis crying boy
There's no need to say things like this. People in the comments here are right. USF has access to 3 different mines at the same time. And i know that M20 is situational, so it goes down to 2 at the same time. |
HAHAHAHA. I can't believe someone still isn't satisfied with the number of ways u can get mines and demos as the USF. You get mines with HALF of all doctrines. And those doctrines are all damn good now. USF wasn't even supposed to get rear echelon mines in the first place, and now u want MORE. Just like how u begged for a mortar, and pershing. Riflemen take longer to lay mines because you have at least three of them while other factions usually only have one repair unit at the start.
The USF mortar is in T0, and is has inferior range to other mortars. And it's used to counter Wehrmacht's MGs. The M26 Pershing is a heavy tank which is mostly anti-infantry, and struggles to penetrate Panther's armor. A heavy tank can barely hold its ground against a medium! So i can't understand why you got mad. |
I assume you mean Metal Tolis?
Anyway, at that rank, blobs of partisans will work great.
Shocks might win 2v1 in favorable situation, but they aren't going to counter any blobs, 3 mainline inf units with upgrades will rip them apart.
Open combat, with negative cover for both blobs? |
1) Rapid fire doesn't matter, DPS does and PPSH have lower DPS then thompsons.
2) Armor is 1.5 for what? 3 years now? 4?
3) It is them who are actually slaughtered by OKW blob, specifically for the reason long range blobs rip apart all other CQC units - range and firepower advantage.
4) Shocks do not work, there is a reason no one uses them and why they are being buffed now, you didn't even knew their stats and talk about their usefulness in combat? That speaks how often you yourself have used them.
I don't use them, my friend does. And the results are great. Other people might not use them, but my friend does, the same way that i use Rangers and they win fights in which they have numerical disadvantage. And Obersoldaten are supposed to be anti-infantry, but guess what! Paratroopers with covering fire don't give a single fuck about them. Covering fire and then Rifles walk over them. |
Shock troops are useless against OKW, they can't close up and they get outraded by volks with stgs.
You need to use a defense in depth against blobs. That means, layered green cover alternatives for you to fall back, if possible, add wire to close up aproachs or to deny them cover. Try to use red cover zones to increase the supression on your mgs, but mostly rely on focusing down key squads until they have to break from the engagement.
One key element blobs can exploit is the line of sight, as if you end up fighting them at medium close range it will be mostly a guaranteed loss on your side. Engage them at the maximum range posible and use vision tools to locate them. You won't be able to burst them down so you have to harass them for as long as you can.
Dont trust allied machineguns. Most of the time they can't supress (never pin) more than 2 squads. OKW has the tools to run them over, as a single of their units can push them off and break your whole plan. Key word with mgs is sustained fire as allied mgs favor damage over supression, so each second he has his squads under fire means more damage. That's why you have to build layers of cover for your units to soak damage from the blob while forcing it to stay inside the arc of your mg. If posible, have a spare CQC unit guarding your mg from behind.
If they get a stuka they just surrender the game, as you already lost and it wont be much until they shred everything you have.
6 man squad, 6 rapid firing weapons (faster ROF than the Thompson) and an armor value of 2.25, makes it perfect to slaughter an OKW blob. |
RE mines only slow down the engine.
About the 5 companies, you mean also the ones with the assault engineers, right?
In total they are 4 i think.
And about the M20 mine, you HAVE to go M20 which 95% of the times you don't because its not that viable. Its only situational.
Maybe increase the cost of REs' mines, but also make the mines deal some damage on the tank, upon impact. |
Except from asking what kind of mines would you like to see in USF's tools, i need to ask you some questions.
1. Will they be doctrinal or not?
2. Will they be dedicated anti-tank or general purpose mines?
3. Rear echelons have anti-tank mines, which cost 10 munitions each. I don't remember exactly, but do they damage tanks except from damaging their engine? |
If you're playing USSR, go Shock Troops so that you can go up close and personal, and support them with T-70s.
If you're playing USF, go Rangers or Paratroopers. You can also use an AAHT to support your troops, M8 Greyhound with the canister shot and regular M4 Sherman with loaded HE rounds. Also, don't forget that Paratroopers from Recon Support company have the "Covering Fire" ability if you have upgraded them with the M1919 LMG. |
You need to win early game with gren spam or gren spam + sniper if you know how to use it. In fact it is enough to cut them off one resource: munitions. That way they won't be able to buy upgrades so quickly and you win pretty much automatically. You can also use your early advantage to gain more fuel and rush for the mediums.
Against AA HT, I would recommend going for double 222. Yes, they are not exactly great against infantry, but they are very cheap and do a short work with rushed AA HT, especially if you are able to flank it. The lack of snare in RE spam build should make your 222s much more potent than normally and forcing your opponent into zooks instead of bars can go a long way into improving effectivness of your grenadier blob. If you find yourself unable to perform double 222 strat, just go for a pak or two, but always keep them close to the gren blob so you can defend and potentially recapture the gun.
REs can build anti-vehicle mines, this is a snare itself if i'm not wrong. For the cost of 10 munitions each, a USF player can cover the whole map with those |
He said if you play better than your opponent you have a 95% chance of winning, not that good players win 95% of their games.
Balance discussions are always a shitfest, especially in asymetrical RNG-influenced games like Coh. Just let the people vent and hope that the balance-team values statistics and numbers more than the tears of salty players.
They become a shitfest when part of people start asking for hilarious buffs or nerfs on certain units. |