The issues are very similar.
You have a pretty clear read that these guys are going to play defensively. Battlegruppe HQ, MG-34s, basically whenever you see the Medical HQ truck they're going to camp around that truck. It's all that they can do.
How do you break the trucks? You smash the defenses and you snipe them with AT guns. That's really hard to do on Semsoisky but you can smash their defenses. Indirect fire was needed.
Let's talk about Infantry Company. Everything about this company is basically designed to give you a defensive advantage and then let you smash your opponent open with indirect fire.
Mortar Halftrack early is probably a good plan against this kind of opponent who is just camping with his Medical HQ.
Riflemen Defensive Stance could have held the middle easier. Dig in and don't let them advance. Your ally, sloth_bear, actually had an AT gun that could have slowly sniped the middle FlaK-HQ. He got overrun though because you didn't have Riflemen in defensive stance and you didn't have and early .50 HMG. I think he would have done it too as he used his Jackson + Attack Ground to kill the other truck. He should defend his own AT gun but hell you've gotta help too.
Sloth_Bear used his Pack Howitzer badly. Both the M8A1 and the Pack Howitzer have decent barrage powers but their real strength comes from just auto-attacking. He should have moved into the city and let his Pack Howitzer open up with it's auto-attacks. If he had gotten it faster, like in the build above, he would have also benefited.
The same advice applies to the left side of the map again. They keep capturing it. All they have for AT weapons are AT guns that are pinned by their trucks. You can't just "react" to enemy captures. Keep the pressure on! Throw Riflemen in defensive stance out on those points and stop them from getting them in the first place. Use your M15 AA not as a reactive "oh shit they're capturing" but kill and pin those units before they even get close. Force the Germans to break ranks in the middle!
Then there's the awful resource bloat again. You've gotta shake yourself into spending those resources. You get some .50 Cal HMGs but way after they are optimal. Grab these from the start and use them to lock the city down and let you siege the enemy trucks. Bring out a Mortar Halftrack and grab a Captain so you can get Pack Howitzers and AT guns if you're floating this much. If you can't spend your manpower without fuel then grab fuel caches mid-game and then channel manpower in to M8A1s and Shermans. As the LT. player you will not have AT guns necessarily so Jacksons can be safer.
Good luck out there.
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Post History of Corp.Shephard
Thread: "L2Play!" - Ok, can someone help me do that10 Jul 2014, 00:28 AM
In: Strategy Desk |
Thread: "L2Play!" - Ok, can someone help me do that10 Jul 2014, 00:01 AM
I'll provide a stream of consciousness playback and try and follow it up with some quick remarks on strategy; Double US vs Double Wehrmacht
I think I've seen enough. I breezed through the rest of it. Strategy Suggestions
I'll breeze through the other replay now. In: Strategy Desk |
Thread: Broken balance - Soviets vs OKW8 Jul 2014, 15:02 PM
It's probably in a better position than ever. The extra health and an actually functioning vet 1 power is pretty nice for it. I think it's viability has changed since I wrote that post. There are still issues between these two factions. I'll have to play around with the new Panzer II and make some decisions. In: COH2 Balance |
Thread: World of Jagdtiger Online5 Jul 2014, 00:58 AM
I am like 90% sure that smoke doesn't actually work on the Jagdtiger as long as he has some unit spotting you. It ignores line of sight and terrain. In: COH2 Balance |
Thread: Vet 3 Rifles with BARS vs Axis Inf4 Jul 2014, 09:20 AM
Armor. US armor is exceptionally good against infantry. Sherman HE rounds just got buffed. It's very good at tackling enemy infantry. If engaging with medium armor is too dangerous because of Pak40s or other AT then get M8A1 Motor Howitzer Carriages. Their range allows them to bombard enemy infantry. They're not as fast at cleaning up squads but they're exceptionally good at inflicting damage safely. Think of them as snipers with wheels. The M8A1 is better even because it can sometimes harm enemy armor. Just don't expect anything reliable there. Both Infantry Companny and Airborne Company can actually fight these units with .30 Cal LMG upgrades pretty well. Use the Riflemen's Defensive Stance power to lock down enemy infantry who attack you. Paratroopers with the LMG upgrade can fight evenly with Obersoldaten. It's a dangerous fight for both units so take care. In the end though elite Axis infantry are best tackled by Allied armor units. In: COH2 Gameplay |
Thread: The problems with OKW.4 Jul 2014, 07:40 AM
Destroying trucks is a huge blow. Loss of tech and additional bonuses like auto repairs, medics, etc. I am sort of shocked you consider the King Tiger such a threat. SU-85 has greater range and vision than it and is faster than it. A single SU-85 can keep KT at bay. That's little use on a map like Ettelbruck but... In: COH2 Balance |
Thread: The problems with OKW.4 Jul 2014, 07:15 AM
Heh. This isn't even true. If you build each truck once and lose them all you can still build the King Tiger. You only need to have built the truck in the past to "qualify" for the King Tiger. Anyways, get some good sniper players in your clan. They're hell on earth to kill as OKW. M3A1 provides exceptional early game power. Tier 1 into Tier 2 into Call-ins is really strong against OKW. In: COH2 Balance |
Thread: The problems with OKW.3 Jul 2014, 23:50 PM
I don't know for sure but I know that the Puma Aimed Shot is not supposed to kill an entire garrisoned building no matter what. It must be un-intended. Who knows when/if they'll get around to fixing it though. In: COH2 Balance |
Thread: What to do vs fast Puma (T2)3 Jul 2014, 23:47 PM
I'll echo Ohme's statement. Swap your Rear Echelon squad with your M20 crew. That gives you one Bazooka for free. Plant M6 AT mines everywhere with your M20 Utility Car. The M6 AT mine instant-kills Pumas. Alternatively you buy Bazooka research and grab some on your troops. You'll only have munitions for Bazookas or mines so choose wisely. Realistically you'll always want Bazookas at some point as a Tier 2 player unless you pick up AT guns and Captain as well. |
Thread: The problems with OKW.3 Jul 2014, 23:21 PM
Suggesting that Puma Aimed Shot is a good garrison clear is pretty silly. It's true. It's unintentional though and he's talking about OKW design. It's a bug. It will get patched out. It also needs vet 1 to become relevant so your anti-garrison is tied to like... 8+ minutes before you can reliably deal with a garrison. Granted it instant-kills all duded in the garrison.
I am honestly shocked to hear you don't like the Infantry Support gun for this purpose. I find it is unparalleled in at the task of tearing down buildings. It chunks off building health and does great damage to the troops inside. It's pretty good at this task. I find that in team games the Walking Stuka makes any building a tomb. Even this counter can take some time to pay off but it is fairly effective and safe to get early. A quick walking Stuka can sometimes work in 1v1s against Soviets. It's an option with relative safety due to the high cost of light armor for Soviets. Realistically you will not get a fast vehicle hunter for Soviets until T-70 which can hit around 200+ fuel. The US pose more issues because they're such a double threat of light armor and superior infantry.
This is sort of true but I think the Jagdpanzer offers a good alternative. It's hard to get one in 1v1s though and the light vehicle metagame of US forces players to go Mechanized Regiment first to compete. The Jagdpanzer has 60 range just like the Jackson. Puma has 50 and thus actually gets out-ranged. If he's bringing infantry borne AT weapons you should do the same. This is not a weakpoint of the OKW. Volks wtih Schrecks and Raketenwerfer offer good anti-tank from infantry support. Even the Infantry Support Gun offers good anti-tank when it has a direct fire situation.
This is an issue but I feel it is supposed to be mitigated by superior infantry. Panzerfusiliers and Obersoldaten are really good against infantry for their cost. To a lesser extent Fallscrimjagers can carry you against infantry as well. Leveraging your superior infantry is always a great challenge granted. I am interested to see the new Panzer II some more in action. I still think that it comes far too late to be particularly viable but I did get the thing in 1v1s occasionally already. It is an interesting little tank and 80 health will go a long way to help it survive. AT guns were a little too good at two-shotting it before. The Panzer II and the Walking Stuka are the best anti-infantry armor you'll get until the heaviest hitters. I can't agree with the caches idea at all. Remove it from all sides but then give it to OKW? Ehhhhhhhh. Just remove them from all sides if you're going to go to that extent. In: COH2 Balance |
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OKW vs Soviet: Luftwaffe Ground Forces Build Replayby: Corp.Shephard map: Faymonville Approach1-915
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