what.... planted a charge directly on a tank? Never knew this was possible. |
Leaderboards are at the "ladders" link on the top of this page.
Yeah. I know that. But the game itself hasn't got ladders. I've got to check data through a third-party website: CoH2.org |
I just read 10 pages of comments. I came late into CoH, with one of those big developer sales. I enjoyed it so much that I got excited about CoH2, and, though I have played almost exclusively games released by the indie market, I decided I would pre-order. I thought I was purchasing a game that would emphasize competetive, balanced multiplayer.
I have been disappointed that certain features are conspicuously absent, such as chat rooms and leaderboards. It feels like a betrayal. |
Standing in satchel range, issue a move order away from the target, and THEN throw the charge. Only the one model throwing the charge will be within blast radius. |
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"Scripted" rush?
Against players who have 3xConscript bulletins... it's pretty obvious what's coming. |
Alright kids, knock it off. Your conscript spam is OBVIOUS when you load up with 3 script bulletins, and easily countered by grenadier spam. Shoo, fly. |
I'm having good successes with Stug. They can face up the SU85 in a vacuum. With veterancy, they own it. Against an adequately supported SU, less so.
Pick your engagements. They are assault guns, and are well-suited to the role. Good siege tanks against base structures. When supported by your army, they can cause some serious MP & Fuel drain. Vulnerable to artillery / command abilities. Two stugs + P4 highly effective. Stugs sit back and lob rounds while P4 harasses & attracts fire. Good for a rush along the straightaways. Don't get caught out of position, and stay away from forests, buildings, where you can be easily flanked. AT guns present a problem. |
What is defense? |
I prefer to get them in the late game... Great for raids on poorly defended flanks. Great for ambushes. Expensive to call in, expensive to reinforce. See tank=retreat. |