Yes, i thought the same about Guards does someone has the refresh costs from the tow russian motar teams, the pacs and the german motar?
I looked up the Penal Batallion do have the same armor as conscripts but do they cost the same?
penal is actually a good example for a way to use conscripts with profit.
Penal cost 30 for reinforcement. |
Unfortunately you have no reliable way to counter the flame halftrack. Maybe a combination of mines, AT nades and button from guards can kill it but a well microed halftrack will chew you up. Still an interesting strat though.
Yes, i thought about that too.
And in the beginning i had issues handling the flame HT.
But,
Since last patch the at nades do some serious damage to HT and with the first guard squad being out in time for FHT i suddenly don't have any issue with it. Which is strange cause i can't find any patch notes about these changes but they definitely are there and noticeable.
But, maybe i did not play against someone who knows how to handle them well.
It's definitely one of the most difficult things to deal with in this strategy. |
That's basically it, they keep the armor and HP (if it would be different) but because everything else is part of the weapon (accuracy, firerate, etc) they do as much damage as the squad they merged into. Just can take less damage . Or maybe more depending if there is a unit with worse stats. |
At the weekend i came up with a 1v1 strategy that, in it's core, does not use any kind of Tier building.
I came to the idea after looking at the Mortar-Doctirne and seeing that this doctrine get's 3 call-in abilities, mark target (important) and vehicle self-repair (not that important).
Basically how it works, i use my basic opening.
3x Cons -> Molotov -> Cons (get CE-flamer when seems right)
Now it get's situational. If you see a lot of Grens, you might want to go for another CE-Squad with flamer, else just float MP resources till commander lvl 1, while doing all the Upgrades in you T0 building.
when i hit command level 1 i try to have 720MP to get out the 120mm mortar and a guard instant.
Depending on how the enemy played you probably were on the back-foot till this point, now you go and start attack points with 120mm mortar support.
get out another Guardrifle as soon as cooldown is over and you have 360MP.
(Upgrade both for button)
Now the 4th call in is dependand on what you see.
a) a lot of enemy infantry
- get another mortar
b) vehicles
- another guard rifle.
After that only reinforce for some time (try not to lose squads).
As soon as you hit lvl 4 you should have enough Fuel to pump out up to 2-4 T34-85s (after Cooldowns and MP ofc), which will deal with almost everything when combined with marking vehicle, at nades and guards with buttoning.
Adaptation:
If, at some point, you notice the german not using any of his fuel, built t2 and get out 1-2 AT guns just to be sure against panther/brummbar rush.
My results so far:
On Pripyat it works extremly well, if you rush center VP and stop German from placing down the wire. If the wire is down, you need to go away from this strat immediately, because relying on infantry early is bad when you only have the option to go through water.
Kholodny is quite hard to tell, as i feel this map is faster paced.
Seeing as i just never used mortars that early i might also just suck with them and still need some training to use them right but still i got about 75% win with that strat.
While i don't know if my enemies just played bad, or the strat really works that well, i just wanted to let you know about this so you can test it out, too.
Pls, give me some feedback, as to how you did with it, or even how you would counter it (so i can improve on it)
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Can anyone tell me how the armor of infantry squads effects the damage (d) they take?
Is armor (a)just taken away from the weapondamage (wd) as in
wd - a = d
Or is it something different? |
T34s capping vet ability is stupid.
Requires disproportionate allocation of forces from Ostheer to respond to its mobility, AP, reasonable AT (and Ram, to disable any responding armor).
M3 or M5 with infantry is adequate for mobilised capping.
Yeah, the T34 capping really is a thing that should go either doctrinal or removed, especially since the vet 1 is kinda easy achieved because it comes quite early on the field, before germans can really stop it from killing Infantry effectively. |
I would agree about the fuel points if in muliplayer games you would not be able to just build fuel depots on every point.
I guess fuel comes in to fast in general in this game.
I had a 1v1 were i was able to hold both fuel points with only T0 except 1 guard squad and as soon as german FHT came out i had a T34 out and able to spam it (because germans have no real counter that early). |
Well, is it easier?
Did they remove the risk?
I just think they shifted the risk from the offensive side to the defensive one.
If you now take a point you have to make sure you have an eye on it, or else the enemy will place himself behind cover while capping and you will come from a disadvantageous position.
So i think the risk just shifted, but it is still there.
Additionally, it feels more natural.
Because, they actually seize ground by beeing there, which makes it feel a bit more realistic. |
Ofc you like it because its easier to play.
On the same note, why is the coh2 capping system better than coh1?
Posts like "you like it because it is easier" are the most stupid comments in a discussion about game mechanics.
If something is "easier" is subjective.
Yes it is easier to cap a point, it also is easier to lose it again, because enemies can fire back while taking it.
In terms of mechanics, the "action" of capping in CoH was a boring thing that actual made it easier to defend your points, because capping units dont fight.
The new capping method is a much more fluent way of playing the game. |
The only thing i have to ask about is, is it really fixed positions? as in russians are east and germans are west?
I clearly remember me playing on the western side as russian once. May have changed, because that was closed beta.
But you are right that the southern part is just free reign for german (if they are on west) because they can just put a bunker + 1 at gun there and you will have to meat grind your way through, if you don't control the destructable bridge.
The passing through water really makes a lot of fast flanking nearly impossible if someone decides to destroy the bridge, whicj tends to stall the game |