Here's the thing with ramming. It's annoying, but if you have support for your tank nearby, you should be golden. If you send your Panther off alone to a corner of the map to hunt some capping engies and a T-34 rams you, then it's a L2P issue. In that case, asking for an 8 second stun after which the Panther can just nom the T-34 is...unintelligent. IMHO, I think ramming is fine. If you see a T-34 driving at you at full speed, expect a ram, tap your U key, and click somewhere in your base sector to GTFO. Or flee back to your HHAT/ATGs that should be present to cover you. |
The RNG gods must hate me, because AI P4s eat the KV for lunch. That said, it's likely a very good compliment with SU-85s. With the ZiS-3, the KV-1s total lack of AI effectiveness (it seems to scatter more than the T-34, though iirc they have the same cannon...wat?) leaves the ZiS open to attack and capture. The SU-85 can at least escape. |
Guys, you need to bear in mind that these low value cards are USELESS.
I can't remember exactly, but for the Penals +3% accuracy, it takes their long range accuracy from 0.27 to 0.2781.
Wow, ALMOST 0.28 accuracy...is it really THAT useful? |
"10"-fold (2 CP, 360 Manpower, 45 Munitions): NKVD Infantry from the 10th NKVD Division are made available to reinforce your lines. Politically 'reliable' troops such as these led by low-ranking Commissars held the local non-government infantry and civilian populace alike in the grips of absolute terror, as they could 'do no wrong'. 6 man unit (1x commissar model, 5x Maxim MG gunner model), 80 HP/man, 1.5 armor. 1x Con PPSh, 2x SVT-40, 3x Con M1893/30 Mosin-Nagant. Can throw Molotovs, build sandbags and barbed wire, and interrogate enemy wounded. Use Penal Troops squad animator (e.g. the Penals voice). 30 manpower/man reinforce.
Regional Commissariat (3 CP, 400 Manpower): A four-man squad including a local Commissar and three Guards infantrymen is made available to bolster morale at the front--or crush the dissent of any would be 'traitors'. 80 HP/man, 1.5 armor across the board. 36 manpower/reinforce. 1x Nagant revolver, 1x DP-28, 2x Guards M1893/30 Mosin-Nagants. Default aura (45m, tied to Commissar model leading the unit): Accuracy 1.15, Weapon Cooldown 0.85, Sight +5m. At Vet 2, Aura also heals infantry within the radius at a rate of 0.035/minute (about equal to the vCoH Vet1 heal rate that WM units gained). If killed, the surrounding infantry will be shattered and forced to retreat.
Fear Propaganda Artillery(4 CP, same crapola we get now). Blech.
Red Orchestra (4 CP, same cost as Katyusha): An early model of Katyusha mounting 82mm rockets is made available. Originally given only to 'reliable' NKVD units, rocket trucks such as this provided fearsome covering barrages at battles such as the initial Soviet crossing of the Volga. Mounting lighter rockets, this truck can fire them twice as quickly as normal Katyushas. (statistically identical to the normal Katyusha, including its weapon, but has the cooldown timer on its barrage abilities cut in half. Hardcapped at 3.)
For Mother Russia (6 CP, same crapola we get now). Blech.
Ta-daa, early game infantry focused commander that's not total crap and isn't ridiculously OP...and I drew this up in about 20 minutes. GG Relic. |
The bonuses are so meek and useless I rarely bother to touch them. Only values of 10% or greater would ever really have an impact. I prefer the
+ armor % for the ISU-152
+rotation rate and RoF for the ISU-152
-10% build time for mines and barbed wire (soviet).
Makes the ISU more worthwhile because the percentages are fairly large, and that build time card is more handy than you'd think, especially early game when you're trying to rush fuel/strat points and wire them off. |
PE ACs were effective BECAUSE they had that starcraft ubermensch laser of death attached to them. Other than that even properly microed BAR blobs would shred them. IMHO, it would do the SC well to give it a real 20mm--it could NEVER have been so useless in real life as to miss infantry at 50m with near 85% certainty. |
Thanks for the feedback guys!
Boy I wish we could create our own docs...
FHQ
Guards
Recon Overflight
KV-1s
ML-20 Howitzers
GG
EDIT: What build order would you guys recommend if using the KV-1 as a 'centerpiece' of your strategy?
I Usually go Con/Con/Con/Molotovs/'Healing Ladies'/Sppt. Weapon Kampaneya/ZiS-3/82mm Mortar/Engie/whatever else I need from there on, with a Shock Troop thrown in at some point. I find Shocks to be of questionable value once tanks start hitting the field, as massed Cons can get the job done when focus firing, and can also AT nade tanks, build sandbags, and recrew/merge with support weapons. |
I bought the Counterattack Tactics commander with the last of my steam money (yes, I know, I'm a stinking filthy peasant D: ) and have...questionable thoughts about the KV-1. Coming in at 7 CP, I'm getting a Churchill / T-34/76 hybrid that comes out at the same time as the arguably much more (cost?) effective T-34/85 AND IS-2. And it costs more than a freaking Panzer IV!
Is it worth it? It works fairly well against the AI but most of the time I'm asked to go with the Mechanized Support commander (Guards, crappy ATG camo, and ISU-152) I use on my pub match Soviets. |
Horde of Vet3 T-34/85s to counter the Tiger Ace.
Elefant and APCR to counter the T-34 horde.
Soviet Industry to create more T-34s to overwhelm the enemy.
Close the pocket to bombard the everliving crap out of the Soviets before they can get the horde into combat, and Stormtroopers to prevent them even GETTING T-34s.
Will be a fun metagame of shock units and gimmick strats! |
New brilliant DLCs, and yet they won't let us mod CoH2, and a recent update to vCoH broke the .dll files of several mods including Europe in Ruins: Reinforcements and Eastern Front.
Toplel Relic/SEGA. LELELELELELEL.
|