I would blame it on the maps!
The solution here is to just ban the maps that the Jagdtiger is broken on. The Allies never want to play on these maps anyways as they're super stacked for Axis in my experience.
4v4:
1) Ettelbruck Station
2) Faceoff at Rostov
3v3:
1) Ettlebruck
2) Faceoff at Rostov
3) Lazur Factory
4) Angermeunde
Ettelbruck is probably the worst map that has been made in a while. It's the campiest gameplay and a veritiable playground for a Jagdtiger. Flanking is impossible and it is filled with buildings and "shot-blockers" both of which the Jagdtiger ignores and just fires through anyways.
Faceoff at Rostov is fairly urban with (good for Jagdtiger) and just a bad map for balance anyways. The bottom team is always at an advantage as they never have to cross ice to get to the lion's share of resources and VPs in the city. It is a terrible map for flanking as most flanks go across ice or bridges and thus wonderful for the Jagdtiger.
Angermeunde is a playground for Pak43s and Jagdtigers. Any thin urban map is.
Lazur Factory actually isn't that bad. All of the maps above and thin and long which benefit tank destroyers (tank destroyers who ignore terrain doubly so. Lazur is a square map so flanking is possible but only has ~5-6 crossings which are easily mined and covered so it become campy gameplay anyways.
Ban these maps and you can avoid the true bullshit that is the Jagdtiger.
There are still maps that you don't want to go up against a Jagdtiger here. The WFA army 4v4 maps where harassing the enemy's fuel supply is near impossible are particularly bad (I see you over there Lienne Forest!). You don't get more bans for these though so you've just got to deal. You've really not tasted the Axis bullshit souffle' until you've dealt with OKW + Luftwaffe Supply on Lienne Forest. The safest sector on the map is the fuel sector and they can use that to drop 50 fuel for allied forces.
The Jagdtiger is still really good outside of these maps! It's just completely broken on them.
I faced about ~3 Jagdtigers in a game yesterday in a battle on Steppes. It was tough fight but the Allies inevitably won. 290 fuel for the OKW is essentially 435 fuel for another side. Steppes has bad terrain for the Jagdtiger in the middle and flanking is powerful there. A 5-Jackson push kept the Jagdtiger herd nice and thin. It's not impossible to deal with this unit but you want the terrain in your favor to have the best chance that you can get.
I think that there are big balance concerns with this unit. It is obviously broken on some maps and I hate that. I really dislike the unit in general. There's really no counter-play involved with this unit as it ignores fundamental rules to the game. I can't hide behind buildings to flank it because it shoots through anything. I can't really use artillery to destroy it as it can move and it has armor so think as to render all but the heaviest of artillery useless. Heaven forbid I am playing Americans and choose a doctrine other than Infantry. Then I have no artillery options left. The power of the Walking Stuka makes Howitzers a short-term option against it that will never build up veterancy. The only albatrosses the Jagdtiger has is the cost and player stupidity in wielding it.
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Post History of Corp.Shephard
Thread: World of Jagdtiger Online3 Jul 2014, 17:09 PM
In: COH2 Balance |
Thread: Rear Echelon Suppresive fire.2 Jul 2014, 23:57 PM
Patch notes were edited. I suspect that those changes are not live. It was probably just a bugfix patch. In: COH2 Balance |
Thread: 1v1, the Unbeatable Liberty & Democracy30 Jun 2014, 00:48 AM
Agreed. The Stuart and the Puma fight on even terms. They have different advantages. The Stuart has the Shell Shock ability which stuns the Puma and increases the rate of fire of the Stuart temporarily. Stuart beats the Puma if it gets this power off any even a slight bit of help. Puma has range and better DPS. If it gets a good few shots before the battle begins it will win against the Stuart. In close quarters combat the Stuart has the advantage. In large open fields the Puma has the advantage. They can fight each other competently. There are huge issues with the US forces. Volley fire and the M15 AA Halftrack are chief. In: COH2 Gameplay |
Thread: ESL: "Luftwaffe Lockdown" Example29 Jun 2014, 01:38 AM
In my first game against Apfelsaft I was able to execute my "Luftwaffe Lockdown" strategy pretty well. You can find the guide here: http://www.coh2.org/guides/19083/luftwaffe-lockdown-a-guide-to-1v1-okw In: Replays |
Thread: In Before the Blitz: Airborne Company Strategy29 Jun 2014, 01:37 AM
Replay here. As for Bazookas and BARs you should get them when you need to pump up your Riflemen but don't have a good use for your fuel. When you are comfortable with your armored units and are floating munitions. Sometimes you should get Bazookas if your armored counters are lacking but between access to AT guns, the Stuart and Captain you're usually okay for mid-game anti-tank. In: Guides |
Thread: ESL: "In Before the Blitz" Example29 Jun 2014, 01:35 AM
Here you can see my guide working extremely well. Americans are quite strong in this patch and if you exploit those advantages you can do well. In: Replays |
Thread: Luftwaffe Lockdown: A Guide to 1v1 OKW29 Jun 2014, 01:30 AM
You need to read the opponent's strategy. Kubelwagons are good but they will never last. I would never double up on them. There are some strategies that will just overpower the Kubelwagon. 90% of Soviet strategies will have good anti-kubelwagon counters right out the gate (M3A1 and Maxim). They're not a good substitution against Soviets. Americans can be quite weak against the Kubelwagon. Beware though when you see an officer show up. Both the Captain and the Lt. are very dangerous and bring exceptional counters to the Kubelwagon with them. Without suppression later on fights can get tough. You can try different doctrines but you'd better leverage the advantage of the doctrine well. EDIT; For people who want to see the guide in action here's a replay as of 6/28/2014: http://www.coh2.org/replay/19341/esl-luftwaffe-lockdown-example I used it in the ESL 1v1 tournament. In: Guides |
Thread: Use of Para Callins: FJ's, Pathfinders, and US Paratroops28 Jun 2014, 22:05 PM
Pathfinders are pretty neat. They do great long range damage and I regularly get a vet-3 squad. They might even have longer range at vet 3. Late game they offer so much vision that they become exceptional. I am willing to use a unit early game if it scales up in utility so well. Getting vision for your Pack Howitizers or M8A1s is pretty tough as US forces without directly engaging the enemy. Pathfinders are good early game and continue to help such units. I have even bought such units just to scout before although the price tag is tough to justify with the Airborne version. Paratroopers are gods with dual LMGs. They can even fight Obersoldaten. http://www.coh2.org/replay/19324/esl-wfa-vindicare-vs-corpshep-us-vs-okw This game features me fumbling through with both of these units. I let myself get rattled and lost too many troops to grenades but you can see the effectiveness of the two units in their respective elements. Fallscrimjagers are like okay? I dunno. They're expensive and decent at killing infantry but so fragile that I find them often a manpower burden against good players. Obersoldaten are more reliable but Fallscrimjagers can make do in a pinch. In: COH2 Gameplay |
Thread: ESL WFA: Vindicare vs CorpShep US vs OKW28 Jun 2014, 21:20 PM
This was a very silly game that I played with VindicareX for the ESL WFA 1v1 tournament. Hopefully this isn't against protocol to upload these games outside of the tournament or whatever. Enjoy! In: Replays |
Thread: Broken balance - Soviets vs OKW28 Jun 2014, 20:48 PM
I've come to rescind this opinion. I was wrong. I was just wrong: 1) Relying on any weapon team to defeat M3A1s is foolhardy. Snipers offer the perfect counter to every single early game play. Building a Kubelwagon is suicide against Soviets due to how effective the M3A1, Maxims and Conscripts are against it. Early game snipers are very hard to oppose. 2) You can totally lose map control before the 251/17 even arrives. M3A1 + Conscripts + Sniper is enough to force anything off if played well. Flamethrower comes out early and trivializes the DPS of Sturmpioneers against the M3A1. Snipers throw this fight even more out of balance. 3) Only an idiot doesn't go Tier 2 after Tier 1 Soviets. This build is stupid good against OKW. You get the suppression the Maxim covering the Snipers that invalidate elite troops with Conscripts everywhere. Early half-tracks are forced out or killed by ZiS guns. 251/17 can't escape a ZiS gun if it gets caught. The normally high reload time of the ZiS-3 is meaningless thanks to the "unsetup time" of the 251/17. I had to go against Soviet T1 + T2 into Call-ins twice and I switched between two strategies and absolutely failed to anything with both. Soviet call-ins are stronger than ever with the superior IS-2 now in the battle. You can battle the enemy with your superior manpower force for ~20 minutes and then flatten what pathetic hope they have with mass medium tanks or heavy armor. God forbid he goes with the ISU-152 and you don't have Panther tech. Jagdpanzer doesn't stand a chance and has no flanking power. Snipers have never really had any good hard counters but for the new side this brings it to a new level. What fast unit does OKW have that can harry this unit? Puma has no anti-infantry power except at point blank range. Aggressive actions are easily countered with AT grenades. 251/17 Flak AA Half-track has to setup to fire. You can just retreat early game and then later on it is no good at aggressive flanking actions. Kubelwagon has joke durability and poor accuracy while moving. Panzer II "Luchs" was moved to the Tier 4 building so it requires a bare minimum of 130 fuel to bring out! It's still fragile as hell and dies to a mine + AT gun shot. It's like Fallscrimjager flank is the only way. You can't control what exit of the building your Fallscrimjagers get out of so even when you do have the right building access there's good way to do it. This is assuming you even have a building for the flank! In: COH2 Balance |
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Latest replays uploaded by Corp.Shephard
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OKW vs Soviet: Luftwaffe Ground Forces Build Replayby: Corp.Shephard map: Faymonville Approach1-913
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