Their mistake was going for 6-8 mortar pits and 3+ bofors.
One of each can easily take care of one VP and fuel on Port of Hamburg, allowing for the team to contest the Axis VP and fuel, or at least hold the 2nd VP. An Allied Start on the right side of that map and 2 VPs and one fuel point are locked down without serious bleed or team effort on the Axis part.
But remember, this isn't about Bofors and such being uncounterable or anything of that notion. It is that the design isn't conducive to CoH2's gameplay, or at the very least, its current map design.
Given the example of Port of Hamburg, (which is a pretty small map to begin with given the number of players), when you have Bofors locking down a chunk of that you end up with a very cramped battlefield.
Six to eight players slugging it out over one VP or fuel point gets old quick, and the Bofors does the opposite of break from that kind of monotony.
There's a lot of dynamic gameplay available at CoH's core, but there's just so many things in place, emplacements among them, that unravel that quite profoundly.
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