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VS
AcrossThePacific
CODGUY
Used a standard 3 grenadier opening against a bizarre USF build order that consisted of nothing but rear echelons and a mortar. Early game was good (or so I thought) until his AA halftrack came out and then his RE blobs with weapon rack upgrades came charging in. Tried to get rid of his halftrack with a Pak but it got destroyed twice, and it was all downhill from there.
I felt that I had an advantage early on. Any tips on what went wrong, or how to deal with this no-rifle build? Thanks!
MG spam. Otherwise, instead of opening with 3 grenadiers, go 3 MGs or 2 MGs and 1 Gren OR 1 MG 2 Grens |
Seems to be pretty effective on some maps. Surprising how effective this otherwise crappy unit can be with a Flamethrower and BAR, especially when they get to Vet 3 with a 5th man. As Wehrmacht how best to counter? With Assault Grens? Osttruppen?
How about MG and Bunker spam? |
WC51 Changes
Coming from me, I know it might sound bad, but the WC51 being able to get an MG for 45 munitions was a needed buff, while the nerf of making it come out later is appropriate. I'm indifferent towards it being able to capture points because I've always done that by just decrewing it when I don't have other squads nearby.
Halftrack and Assault Engineers
Removing ass engies from this doctrine was a big hit though, but also understandable. It granted demo charges, 30 muni mines, and flamethrowers to a faction that doesn't even have 1 of these 3 normally in any other doctrine. Although it saddens me, this is okay from a balance standpoint for the exchange of cavalry riflemen which also have unique utility, just not as much.
Cavalry Riflemen and their Abilities
So they have access to ONLY the penal anti vehicle satchel and not a default satchel. I'm fine with this, as adding the default satchel would give HUGE anti building utility to USF at 1 CP. Their performance is equivalent to assault grenadiers and slightly less than pgrens at anything not closee range which I suppose is expectable as they come out 1 cp sooner than assgrens and even better with their thompsons. They've also got smoke that isn't attached to grenade tech and the suppressive fire ability from paratroopers. They don't even need an upgrade to use it. This doesn't really make sense for a close range squad ability to do this ability at long range. It'd unnecessarily overpowered so I'd remove it. I honestly never use smoke so I can't judge the smoke grenade ability, although I foresee me using it now.
EDIT: Forgot to add this, but I'd nerf the timer on the satchel charges. I'd actually make them at least 2 seconds longer to avoid the play of just driving by a vehicle, dismounting the riflemen and throwing a satchel. At least this way the player with the vehicle being satchelled has a greater time to react and get away to avoid over the top cheese. The vehicle would still be eventually disabled and probably behind enemy lines, but then the quick and deep strike nature of Mech company would be able to compensate for this and attack it.
M76 Sherman tank changes
I used to think that this wasn't appropriate because I always thought the 76 Sherman outperformed the p4. But testing the two tanks in a slugfest actually resulted in the p4 winning most of the time in slugfests medium and long range. I suppose this is okay but I wouldn't mind at all if it was reverted to 135.
Honestly, I see Mechanized Company becoming actually meta now. The reason I play Mech company basically every game was because it was so fun, because it was literally a glass cannon that could lose you the game in an instant and was very exhilarating.
ABOUT DAMN TIME
About Cavalry Riflemen, having a satchel charge is a good thing, and the timing (i think it's 4 seconds before detonation) is fine (in CoH1, sticky grenades had the same timer). It will give one more tool against vehicles without the need to tech weapon racks early on. The animation though seems to be very fast, compared to mainline Riflemen's rifle grenade which has a very long animation. Covering fire will be good against OKW's Obers and Stumps. |
Hans doesn't deserve to be namedropped here at all, I'm sure any of his viewers or fellow subs here will agree with me. Yes he got angry on stream once, but this sort of thing happens to the entire RTS community unless you are the Dude from The Big Lebowski. You have a bad day and the game throws up some stupid RNG or an idiotic teammate, so you get frustrated... BIG DEAL!
He is one of the few European streamers that actually cares about the CoH2 community. He doesn't deserve being attacked like this.
It doesn't happen only in RTS games, happens everywhere when your teammates refuse to cooperate. RNG is A LOT different story. Still, i never question Hans' ability as a player, but no matter how good an individual is, no matter how many good things he will do, a single mistake can ruin everything (in terms of what people will remember later) |
I would call it some kind of new meta, because in 2v2 with my friend, we have encountered many OKW players picking fortifications doctrine, and having at least 2 infantry support guns each. It's indeed a Wehrmacht rip off, but if you have artillery as Allies, you can do an easy work and push them back |
A lot of people answered most points sufficiently.
Yes, how you play against this defensive line depends on what faction (and build) youre using, and most people already went over the general answers. I could go over the specifics of countering the defensive line with a faction + build, but id have to know which one.
As for the point about not letting an ostheer player set up and what to do about capturing ground, its kind of something you just have to learn by playing. There are too many factors you have to consider when deciding what to do when youve gained ground: (what units do my enemy and I have, how many units do the enemy and I have, how quickly can my enemys and my units get back to the "front," how low are my units, where are the cover positions/ positions of strength, do I have him cutoff/ can I cut him off, whats the resource balance, do I have healing).
If you want a more specific answer to anything youll have to provide a more specific question, unfortunately.
I play as USF because of their mobility. All their units are mobile and it helps me stay that way when i'm playing. Sometimes i go Lieutenant tier, build the M20 and start laying mines and flanking MGs. Next comes the AAHT which i sometimes use to deal with bunkers (they take them out pretty fast). And then i'm just saving for Major and tanks. I tech grenades after Major most of the times, because i don't use them a lot (i use smokes 100% though, frag grenades not that much) |
covering fire is useless
choose one kill enemy / suppress enemy
what do you want? suppress?
If you want to suppress, you chose the wrong unit. Covering fire does what it is supposed to do. If you want suppression, you go for MG or AAHT. If you want to kill, Cavalry Riflemen can do the job, similar to Riflemen |
You should never give them time to build any you are doing something wrong you should have more pressure and micro/faster movements
So this means that i should hold my ground and not retreat all my troops back to base. |
If he's setting up multiple lines of defense then he's spending his manpower and munitions on those bunkers. Meaning you should have superior infantry on the field and likely more munition heavy options. Bunkers dont mean shit to an AT gun or a tank.
Pack Howitzers are great, mortars, etc. Some of this sounds like a pressuring issue. Something not talked about enough, a friend of mine thats just getting into coh2 with me has the same issue. He's always running into machine guns.
Machine guns are like, the hard noob counter. Once you conquer them, you'll join the enlightened.
So, how do i put pressure on Axis? Someone once said that as Allies, i should not try to dislocate Wehrmacht off map, but just force him to retreat. Alright, i do that, he retreats his MG. Then what's the next step? Move forward and capture points or fortify the area i just captured? What's the definition of pressure on Wehrmacht? How do i achieve that? |
Lay mines EVERYWHERE. Seriously EVERYWHERE in the map. If he starts losing his mechanized units, he will eventually stay behind in the resource race and you will get tanks sooner than him. |