If we were to consider the case when a upgunned volk or pgren squad flanked an IS squad effectively then of course the result will favour the former, simply because one player applied better combat maneuvers than the other, resulting in a obvious conclusion.
But apart from that case, IS are able to displace, if not wipe on the unfortunate case of a fordward positioned blob, all other infantries with the proper support of vickers MGs too.
This is all I need from that essay you posted. You see, unlike the UKF the OKW and Wher have more base units available to them. If you use these units tommies will still be a threat but not a horrendous one. Smoke is the brits greatest fear. All of the british main units require the enemy to be far away with the vickers and the tommies so smoke renders that playstlye irrelevant. Then you can push out the mg with grenades and crack open their line. It all comes down to who plays better. If you ram your head into UKF while they are sitting back behind sandbags of course you lose. All you need to do is close the distance, that being with smoke cover or just a flank. This is just another case of players not adjusting tactics and getting their asses handed to them as a result. yet in this case this player felt the need to make another one of the infamous "It beat me its op" posts. |
Mr.Distrofio. The tommies can be countered. Its not like they are some omnipotent god squad. Just get a MG so they cant move out of cover then chuck a nade. Problem solved. Liegs work to. Since tommies are not that great short range get smoke and rush them with Pgens or in the case of OKW the stg volks + sturms. bang problem solved. They are not hard to fight. just spam flame nades like volks always do and you win the engagement because the tommies cant camp behind the cover if its on fire. |
Bullshit, thats not true.
Indeed, out of all the time I played have axis in COH2 i have never once beaten tommies, they kill everything I own in half a millisecond. My german infantry should be able to roflstomp everything with ease, if it inst that way it is not balance. Its not like i can throw a grenade or anything or smoke them out. Nope IMPOSSIBLE. God forbid a squad can actually wipe another squad. Maybe you should retreat before your squad has 1 model left. No thats not the answer! If you should be complaining about any infantry squad it should be the penals because they kill every axis mainline inf with ease and wipe enemy squads rather easily. Penals are like tommies but without the cover penalty and they can delete HMG's with the satchels. |
the tommies are good because they must be, the UKF's manpower problems make it so you must be able to fight with a force smaller than your enemy (hence their power). This makes them sorta like a penal squad that cant chase units down. The tommies lack of snares make them bait for flametracks and cant do much without a bren carrier vs MG42's the OKW can counter the UKF playstlye as soon as a flame grenade becomes available. While strong, the tommies can be beaten like everything else. |
Im going to put this in simple terms.
OKW has stuka = squad wipe rocket arty
Wher has panzerwerfer = squad wipe rocket arty
Sov has kat = squad wipe rocket art
USF has Pak howie = consistent damage, wipe potential
UKF has base howitzer + mortar pit = Potential wipe/area denial.
each faction in this game has some sort of indirect options to take out infantry, some more effective than others. The USF+UKF have consistent damage units that wear the enemy force down over time while the other factions have the devastating one-click rockets that can wipe out squads but can only do it when the barrage is available. |
I still desperately want to try and make the M3/M5 halftracks work, if M3 perhaps with cav rifles and bazookas. Then maybe try and get combined arms in for the bazooka reload buff. Haven't had the time to take it into automatch yet though.
I would try this if it wasn't for the fact that Cav rifles are probably the worst unit in existence. Now what could be good is if you got a friend to give you a halftrack and slam it full of para tommygunners and pay the OKW Med HQ a visit. im talking full send here, 2 paras in the track and one driving it so all of the sudden 3 paras are gunning your inf down at the med truck. |
Ive uncovered almost every rock as USF, I have done rear echelon 30.Cal abuse, AE flamers+bar, Paratrooper beacon of hope army, mass production tank horde, I&R Target finders, double officer/rifle chain smoker spam, Scott mortar abuse, Major lock down trolling and ambulance hit and runs and even a blood thirsty medic army. I want something new I can try out as these guys as they are my favorite faction. |
oh yeah! Cant wait to play me some allies and have to fight IR STG obers at the 7 min mark! |
Why should LT and CPT receive free buffs?
Did you want to make those units more unique or want them to powercreep?
I disagree about the suggested changes too, both units are unique but also part of a riflemen platoon and can even be in the frontlines. For comparison OKW sturmoffizier cant risk himself to take damage or the entire blob falls back.
OST arty officer is somewhat similar but its doctrinal
its not a free buff its a weapon upgrade path. think about it, all the axis have some sort of specialized mainline infantry they can get with tier buildings (pgren and obers) while all the USF have is the rifles. the Lt. and captain would not get buffs to the unit itself, simply its toolkit. These upgrades would most likely be very pricey as well. I feel a small change like this will give variety with USF play so it isnt just 5x mid range rifle squads running around everywhere. I would also say they are not that unique, they are simply rifle squads with smoke but missing other items such as grenades or at nades. Sure the Captain can speed up buildings but that is about as far as his uniqueness goes. |
The mg42 is auto deploying when seeing an enemy squad, and most times it's not in a good direction. This can make the difference between holding the front line or full retreat. TBH i don't know why was this not implemented years ago. For allies this is not as important as for WM i guess.
I would like to see a hold fire button similar to the mortar.
What you guys think?
Good idea, but it should be available to every MG in the game as a broad feature |