If you're fighting hordes of pz4s you should really have Su85s out to combat them.
Zis are fine but not as sole AT against massed tanks.
Conscripts to throw AT grenades to slow down the german armor or guards to button,and then SU85 to do the kills. They have a tremendous range and damage against a pz4.
Su85 can easily be out by the time the germans get pz4s. |
I've been playing mostly Soviet and I'm getting bored. So I'm switching over a bit.
I was wondering if there was any consensus on a generic safe build that you could do in 1v1 as the Germans?
I've been doing something like pio-gren-gren-MG-Gren-healing-tech (possibly with an extra MG or gren depending on how it goes) and then going for pzgrens/flamer ht/pz4 as my next target. Does this sound about right?
I'm just looking for a starting point. You will of course have to adapt depending on what the Soviet player is doing (is he doing conscript spam or using scout cars for instance).
Any ideas appreciated. |
Boy do I agree, this is a critical problem as long as the 1v1 maps are as poor as they are.
I feel like quitting if i don't get kholodny or langres.
So either we need a better map pool for 1v1 or the ability to deselect the disliked ones. |
Perhaps not the highest level of play, but a nice replay and I agree with your points.
Nice use of both the scout car and the T70, I like the safe or defensive play way you use them, raiding and picking up the kills you can without losing anything yourself.
Your opponent seems to be challenged in using fausts though, so that made it perhaps a little easier.
It seems to me that this T1 strategy relies a lot on doing damage early and denying fuel in order to not get caught out by the Pz4. Do you agree?
You end up not having AT guns nor Su85 available when he brings it out, but by then you're so far ahead that you have time to backtech.
If the game had been more even would you still have chosen to go for the T70? It worked well here since his tanks were delayed so you could use it to punish his pzgens.
Overall it was an enjoyable replay, thanks. |
I think this particular situation the MG should be toast yeah. It's alone and being attacked pretty much optimally.
But then again it IS toast and only escapes via pure luck so the example is perhaps not the best. |
Oh man this is really a pet peeve of mine too.
It's all fine and good to have a system of counters in place where unit X beats unit Y and so on.
BUT
The excellence of the COH design has always been that positioning mattered a lot, you may be weak in a straight up fight, but use your unit correctly and you can win.
The prime example in this thread is flanking support weapons. MGs should be lethal if taken on straight on, but if flanked (in an unsupported position) they should have to leg it or die.
As is you pretty much need molotovs to threaten an MG, there's not elegant flanking play really as in COH1. I don't want to come off as a complainer but this particular aspect is a step back.
Then again the lethality in COH1 came from the fact that the US units had semi-auto rifles that got huge boosts at close range, so a flanked MG would die rapidly. This is not really the case in COH2, the soviet bolt actions don't seem to have nearly the same power close in. |
Yes, yes, but it's still slower than starting out with building conscripts. Hence the question. |
Do you find that your early game capping power is a problem?
Building no squads immediately will make it a little slower no? |
Are you scouting for your AT and leaving them room to back up? Also are you spacing out and staggering your AT?
If you don't place the AT guns/assault guns on a line they won't be able to overrun one of them without taking damage from the other. If you have a conscript ready with an AT grenade it makes it even more unlikely that they'll escape.
If you scout by placing infantry in front of your AT they will also be able to start firing early, even a panther is not going to survive long to several AT weapons if they can engage at max range.
As mentioned always leave assault guns room to back up, if they try to close the range you should be backing up immediately so they cant exploit your lack of a turret. |
If you treat them a bit like a heavy armored car you'll be OK. They do well on the flanks and can move around fast due to their good speed.
I'd like them to do a bit better shooting at rear armor though, I think the game could reward positioning a little more.
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