The KV-8 is great if it can be rushed, which in this doctrine means that you plant a few less mines or use less mortar flares/sniper flares penal ptrs or Zis-3 barrages and instead try to play a heavy soviet t2 or apply lots of pressure with a t1 and then invest in a cache or doubletech to t2 and then skip t3 and get t4 with a kv8 as first unit.
After the KV-8 you could get a t34 as soft AT to support your penals, Zis guns or a SU-85/SU-76 (later, the 76 variant only vs p4 spam if the enemy might get critical breakthroughs otherwise)
The KV-2 might be useful if you have your Setup ready and can hold off axis advances but you want to start soften their defenses (often great if you lost the KV-8 which could directly engage AT-guns).
The KV-2 comes way later and isn't as effective against teamweapons in a direct matter, but can engage them from a safe distance and usually needs to be countered by p5s or and elefant as it combines a t34 and katy it can hold off medium tank pushes easily and can fire over long distances.
The best part about the doctrine in teamgames are the repair stations and the combination of the kv-8 and the crew repair so you can dive with your kv-8 and repair quickly after disengaging and can keep the pressure high.
The weakness of this doctrine are early light vehicles or infantry heavy buildorders as it does neither have atgun camouflage to increase the strength and utility of t2 openings or elite infantry to quickly react on unexpected playstyles. On a sidenote this Doctrine also lacks offmaps so it might have troubles dealing with a LeFH or Pak43 you cannot help your team by providing reconnaissance and fuel drop planes can get hardcountered by a flak halftrack or 2 222s on most maps.
Profile of BeastHunter
Post History of BeastHunter
Thread: Industry Tactics KV8 vs KV227 Mar 2019, 17:14 PM
In: COH2 Gameplay |
Thread: Ostheer off map arty is trash.25 Mar 2019, 10:57 AM
Are u sure that the kill radius of stuka dive bomb ever got nerfed? The One Hit Kill radius for the Stuka Dive Bomb against infantry is way lower then it was before as it was a crit that insta killed all infantry in the circle before the latest change. Now it does around 35% Hp damage per infantry model at the outer ends of the ability but it is slightly better against tanks. Taksin02s points are quite good aswell although the p47 mg run can wipe lone squads in cover near map edges and the fuel drop can boost the economy quite well and mess with some timings if the enemy lacks anti air. But those are still ablilities that shoulc or could get changen in someway or another. In: COH2 Balance |
Thread: Ostheer off map arty is trash.25 Mar 2019, 09:20 AM
I think the comparisons are a bit off: The butterfly bombs are inbetween the light arty barrage and the fragmentation bombs while the light arty barrage forces at guns to move earlier the fragmentation bombs can be used to wipe infantry units more reliable at the edge of the map as the plane arrives rather quick and the spread is closer. The fragmentation bombs can also be used to oneshot sextons or priests or simply stun tanks to allow your own units to go in and take some extra shots. The IL-2 bombs are somewhere between the fragmentation bombs and the stuka dive bomb as they are able to destroy howitzers or do decent damage to tanks but they are less effective against infantry. The Railway arty could get compared to the british or usf railway arty which gets more shells but isn't as accurate which usually makes it a great ml20 counter but otherwise only works against very slow players. The Pathfinder arty is ridiculously good but bound to a unit (no cp which is an issue sometimes) and might get compared to the arty officer which can override cooldowns of artillery units and is similar "unbalanced" But i do agree with the general statement that ostheer offmap artillery strikes could use a little love or some slight price reductions (as it is usally way better to spend munitions in any other way) In: COH2 Balance |
Thread: 4v4 Soviet Strategy Against OST & OKW 25 Mar 2019, 09:02 AM
I think that is a penal squad you do not always need i like the double engineer opening as it allows you to cap or scout positions so you can use your first penal and the following m3a1 to highest effectiveness. I would recommend getting a single flamer Engineer with yur first munitions (depending on enemy playstyle a mine as second or maybe even first). The first great thing about the m3a1 is the high CP gain if you fight with it a lot and are fast at repairing it - the second thing is the synergy with the forward hq as you can force your enemy out of buildings you want to use to keep the pressure up. I would usually recommend getting the hq as early as possible if it is in a offensive postion as it gets easier to counter the later it appears so depending on how the match goes first the 1 cp hq then at 2 cp either shocks or m42 atgun. Generally speaking i do not think that playing without minesweeper is a very clever thign to do especially as soviets against teller mines which could instantly destroy a m5 flak, t70 or su76 if you need the extra flamer i would recommend a 3 engineer start with a faster m3a1 and 2 penals after that or getting the 3rd engineer after the shocks. Penals with Ptrs make a nice addition to existing at-options, but they do not take down vehicles by themselves (maybe with for mother russia) so i would recommend pairing them with long range focused at like guards (with button and hit the dirt) or m42 at-guns (maybe backtech to zis-3 after t70 if things are looking sour and you have no m42). Another problem about Penals with Ptrs is that the ai-performance goes bad with the light at rifles and they start losing engagements while costing quite some munitions - i would recommend upgrading the ones with the lowest vet and using 1 squad in the m3a1 to counter early ost vehicles (or okw flak hq) or to scare off/hunt down damaged okw light vehicles. If you want to play with Ptrs units (guard, conscript or penal) the t70 is usually needed as anti infantry support else you get pushed off the map (or lack the tools to take your enemies side of the map). Instead of t70 you can try to rush a t34, katy or even a kv8 if your fuel economy was good. Usually the games after a t70 look very different and i can't generally say what to use when this is the time where you have to adapt to your enemies and find out whether you want to get a su76 and wait for a callin, backtech to t2 get needed supportweapons and then tech to t4 or wait for a callin (or howitzers if the enemy cannot counter them) or tech to t4 if your economy allows it and your teammates can hold their own. Its not always recommended to play with the Forward Headquarter (it slows tech), on long range maps Guards might be a nice addition to your army and kv8, t34/85 or ml20 howitzers migth be nice in some situations call-ins might be needed if you like to play with su76s the isu152 can be quite scary even against elefants or jts if you manage to support it with mark target, penal satchels, button or the il2 bombs. |
Thread: New Commander Patch bugs.24 Mar 2019, 14:27 PM
Found another Bug: I had a M1 Mortar as Brits which started to move really slow after i used Smoke Raid operations. I am unsure whether this bug did exist before the New Commander Mod aswell and was just very unlikely to get triggered or if it is a new bug. I am not completely sure about the trigger but that was the only thing i could imagine as it didn't touch White Phosphorous or Blendkörper 2H grenades. Here is the replay: https://www.coh2.org/replay/88252/bugged-m1-mortar-in-a-new-commander-mod-game In: COH2 Gameplay |
Thread: Bugged M1 Mortar in a New Commander Mod Game24 Mar 2019, 14:22 PM
The Bug can be seen after the first use of Smoke Raid the Mortar is moving around minute 21:30 at minute 29:30 it is also retreating in slow motion. The Patch version is 1.1 and the VP Mode gets played on Crossroads. In: Replays |
Thread: New Commander Patch bugs.22 Mar 2019, 01:27 AM
Soviet medics do not appear (but can be bought in the HQ) British Infantry Sections cost 350 mp after teching bolster squads for the 5th man. Typos: In the soviet airborne doctrine: (in the name) it is airborne not airbourne (which is just a bandname); it is correct in the 2 abilities in the commander. The description of the 2nd ability of the Ostheer Commander (Strategic Reserves): "Breakthrough Equipment" uses cane instead of cane "... Pioneers can[e] be upgraded to Destroy Cover ..." I can provide screenshots if needed. In: COH2 Gameplay |
Thread: British - Lend Lease Assault - Feedback21 Mar 2019, 19:46 PM
I really like the commander it has great synergy between the different commander slots and the smoke raid shows how well infantry sections and assault sections can assault if needed and make for great counterplay to support weapon spam or entrenched positions. The mortar is nice to have if you aren't sure whether you have enough mapcontrol or how you enemies might play against a mortarpit. The M3 currently lacks some character as it doesn't get a vet1 ability like usf m3 or the soviet m5 other then that it is a great addition to the aec or maybe even bofors. I am not sure if the assault infantry sections might be overperforming in their base stats (what are the exact differences between cav rifles and 5man assault sections? - weapons should behave similar at vet0?) or if the utility from having 2 grenades (WP one even free from tech) with seperate cooldowns which might turn 4-5 section starts (especially with smoke raid) in a grenade fiesta if you are floating munitions. The bugs that the mp price for sections turns to 350 mp after the bolster upgrade have been noted elsewhere. In: COH2 Balance |
Thread: for aboud14 Mar 2019, 17:36 PM
german mechanized vs mobile assault on westwall. In: Replays |
Thread: Stuka should be placed in T49 Mar 2019, 21:21 PM
If the stuka goes into the flakhq tier then the obers should be in the mechanized tier even if they don't fit the theme well as the medtruck already had the leig as and manpower only investment which can bleed the opponent or support with smoke. Lmg could be locked behind 2 tiers teched like the forward retreatpoint and we won't see the flak hq ever in 1v1 again. In: COH2 Balance |
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VS[EOD] The Last Emperor ✠[69th] H.Hans Panzer Division╬ gardening lelic㏒㏑『exp(10)』 Old Mc Cheeze KLEINEREIMER80 min slugfest on La Gleizeby: BeastHunter map: La Gleize1-576
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