Building up experience and working through this strategy.
My opponent put a great deal of pressure on my points early but this shows how fast T2 can retake map control pretty quickly.
It was also an interesting game as it carried on into Tier 3 which I haven't had much experience in.
Profile of Corp.Shephard
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Broadcast: https://www.twitch.tv/corpshep
Residence: United States
Nationality: United States
Timezone: America/New_York
Broadcast: https://www.twitch.tv/corpshep
Residence: United States
Nationality: United States
Timezone: America/New_York
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Post History of Corp.Shephard
Thread: German Fast Tier 2 1v1 Example27 Apr 2013, 18:08 PM
In: Replays |
Thread: Corp's Fast T2 Strategy/Discussion27 Apr 2013, 15:36 PM
I know that there is already a thread about tier 2, but I made this guide for another forum and thought it would be nice for refocusing attention on this strategy and exploring it for new players. In line with the extremely short Tier 1 gameplay I've been playing a full Tier 2 strategy with Germans. I thought it'd be nice to outline my success with it. I've not lost with it yet; although I haven't really field tested it much in 1v1s and the matchmaker seems to struggle to make fair games right now. I did just get out of a fairly satisfying 2v2 game that was challenging though. Anyways, to the guide! German Tier 2 Rush Why skip tier 1? Simply put, the units that come out of the tier 1 building are not really worthwhile in my opinion. CoH2 has a very punishing upkeep cost for fielding units. Tier one units do not preform for their cost: Grenadiers: A decent general purpose troop, this unit falls off very quickly. There are very few situations where I'd prefer Grenadiers to Panzer Grenadiers. MG42 Squad: The MG 42 is still powerful but pitted against tough odds early game. The low cost and built-in Ooorah! of conscripts makes flanking a nightmare and the powerful Soviet motars and snipers are very damaging to this unit. Flamethrowers in scout cars can kill this squad even while retreating. It's okay. Sniper: A useless unit against an army with two snipers for each of your own and universal 6-man squads. To make matters worse it has the same health as any other infantry on the field making it bait to unlucky shells/rocket attacks. Mortar Team: The mortar team is quite good and punishes many troublesome units. Skipping tier one does not exclude access to an excellent mortar as the 225 Mortar Halftrack can testify. Tier 2 units excel at their roles and are incredibly flexible. Best of all, you needn't sacrifice too much early game power for skipping tier 1. The Build In 1v1s and 2v2s, construct two additional pioneer squads (for a total of three squads) to give yourself good capping power for the early game. In 3v3 and 4v4 scenarios I find that teammates bolster your general capping power so much that you can instead invest the 200 manpower for your third squad into a securing a strategic point for bonus fuel. Pioneers will scale well with this strategy as Tier 2 has a number of light vehicles that will need upkeep and repairs. Their flamethrowers can be used to defensively hold ground and cover retreating vehicles from rushing Russian infantry with AT grenades/weapons. Focus on general purpose strategic points and fuel points with your capture paths. Your third built pioneer should capture a single point and then retreat to build the Tier 2 Leichte Mechanized Company. Direct confrontation with the enemy is very unwise at this stage. Use your pioneers to capture and take count of his units. Your first unit from Tier 2 will always be a Panzer Grenadier squad. From your contact with the enemy will notice one of two strategies unfurling which will determine your second unit: Sniper/Flamer M3A1 Clowncars This Russian early game revolves around throwing a high impact unit ( Flamer or sniper ) into the M3A1 clowncar and rolling around sniping and murdering everything. If you see this, you're off to a great start already. The clowncar is a terrible unit against Tier 2 because the 222 Light Scout Car is an insanely potent counter and you can field one in as short as 4 minutes. This gives the clown car less than 45 seconds of time to pester pioneers and capture a point. Once your 222 Scout Car is out, throw an upgraded weapon on it and drive it directly at the M3A1. It will kill it in a single burst. If possible, chase the snipers down until it is dangerous to proceed. The upgraded gun is eerily accurate against snipers (it must have a bonus against them, because it can't hit any other infantry at all) and you can often kill them depending on how wounded/fast the enemy reacts. If the enemy was using a flamer squad, take your M3A1 kill and back up, kiting the flamer squad until your Panzer Grens follow in from behind. Don't throw that upgunned Scout Car away! It can still harrass flamethrower engineers and can defeat a T-70 light tank! It's veteran ability can give you troop movements and allow you to position your troops for Soviet charges before they happen. 4 Conscripts Strategy This Russian early game revolves around high capping power and scaling conscripts. Panzer Grenadiers destroy conscripts at close range and do not need to fear closing with them. However, the 222 Light Scout Car is not useful against this strategy. Indeed, the scout car will hit the enemy exactly as AT grenades complete if they're following Inverse's strategy. Instead, save 5 more fuel for the other halftrack. This halftrack can keep your Panzer Grenadiers on the field capping points and contesting territory. If you save munitions for a little longer it can become an unstoppable engine of death (AKA Flamethrower Halftrack) before AT guns hit the field. Shock the enemy with this unit, but always keep PGs and pioneers nearby. Maxim Strategy I am still encountering this strategy; it's can be a dangerous opponent. You will see early maxims in great numbers trying to seize map control. Thankfully he has to spend the first few minutes in his base building and deploying MGs. If you don't see enemy sectors being captured get greedier with your capping. Build Panzer Grenadier -> Halftrack. The early arrival of your Halftrack will likely catch him off guard. Use this to load up PGs and drop them off behind or on top of the enemy MGs. You can maintain map control at critical locations with this. A flamethrower halftrack is necessary ASAP. It destroys Maxim squads and can unseat them from buildings. This is something that no other unit can do. Be wary, the enemy already has Tier 2 tech and will produce an AT gun quickly. This is not really a problem unless you hit a mine. Do not try to rush the AT with the Halftrack. That could be mine territory. Instead, move your halftrack where-ever the AT gun is not. This stops his Maxim army from getting any territory and keeps them bottled up. He may attempt to get a fast T-70 out to "flip the script" on your halftrack. Get that Ostwind early! Fighting against any strategy will require you to use the map to the fullest. This strategy uses elite units early on that must be deployed to high impact sectors. This means your first units should aim for key fuel points or sectors that cut off large swaths of enemy territory. Early tier 2 units are almost unstoppable within a short window. Use this window to punish conscripts and crush the enemy's map control by cutting off territory or taking crucial fuel away from them. Eliminating entire enemy squads is not uncommon if you press this advantage and your enemy gets underestimates you/gets careless. Moving Forward Round out your army with 2-3 more Panzer Grenadier squads. A medical bunker a home base can be invaluable. Fuel becomes less important after the tier 2 building is up; so focus on munitions with your capping pioneers. Your main forces should seek to deny fuel however. I would not usually advise replacing scout cars or halftracks if they are lost unless the enemy builds a new M3A1 or more snipers. If the enemy fields AT guns/Guards Rifle Infantry to deal with your light armor, invest in a mortar halftrack or flanking maneuvers with 2-3 Panzer Grens. Early game Russian AT must stand still to really function unless you stumble into 2-3 AT grenades. Don't stumble into 2-3 AT grenades. Support your armor. Focus your fuel on getting up a tier 3/4 building by the flow of the game. To be honest, the large majority of my games end before Tier 3/4 can really swing into gear. I cannot really say which one is better. In larger matches (3v3s and 4v4s) the increased fuel that you will have from securing and the more inevitable gameplay tends to favor tier 4. Tier 3 has some nice units that are worthwhile for 1v1s and 2v2s. Upgraded conscript with PPSHs and Shock Troops will pose considerable threats to Panzer Grenadiers as the game moves forward. Investing into armor that can tackle infantry and support your Panzer Grenadiers in fights will be important against these high Anti-Infantry strategies. The Ostwind is really good when rushed after this strategy currently. It can kill T-70s, any infantry, and fight toe-to-toe with a T-34 until your PGs get Panzerschreks. Commanders I like red-neckerchief commander. He looks real snazzy, like a Nazi Freddy, and gives access to the Mortar Halftrack. This rounds out tier 2 well. Most commanders are shitty though, I don't really like any of them too much. His sector artillery would be good if sectors weren't so small or weird shaped. Stuka Smoke Barrage is neat, but smoke is wonky in this game. The Lieft Howitzer is actually very powerful and fucking expensive. You will probably never get one but they can be good? I am still experimenting with Jager Infantry Tactics dude. The cloaking upgrade sounds terrible (untested though) but G43 rifles on Panzer Grenadiers might be nice against Russian PPSH spam. The problem is that this strategy requires so many munitions already that outfitting troops with G43s will probably leave you too open to T-34s overwhelming you. If you are level 45+ the Assault Support Doctrine is overpowered. It's... yeah. Might as well just go with that one. Example Replays: Still gathering good replays, here are some examples as well as a nice 3v3 game where I sort of fight a fast tier 2 (not the finest execution though). Exceptional tank battles as well. http://www.filedropper.com/coh2replaypackgermt2andmore -Contains a somewhat one-sided 1v1 execution -Contains an excellent 2v2 with diverse Russian strategies in play. -Bonus 3v3! |
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Latest replays uploaded by Corp.Shephard
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Airborne Company Adaptation of "Knowing is Half the Battle"by: Corp.Shephard map: Rzhev Winter1-1,645
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