ppsh spam ?
as a soviet player, what are my best units/options for winning ?
enginners - super weak
guards w/out 100 muni upgrade
con - weak until ppsh
shock - ok (but to costly)
maxim (easily flanked and killed)
as a german player, i just need 4 pios, 4 pgren (or is there a better BO ?)
Yea i agree you havent played yet and already hinting at op/up. The thing that has changed mostly is necessity for improved micro. No longer rewarded for running head on thoughtlessly into units in in superior positions. |
Soviets are now lowered to a total of 2 different Options now:
1.Spam only T-34s.
2.Spam only SU-85s.
There is no other strategical Options for them now------>Good Job relic.......
The most funny Thing is that nobody has asked for this but relic keeps ignoring everything we asked for since june 2013.
We asking to give soviets more AT Options and relic take even more away and make everysthing worse.
Am i missing something because thats what they did anyway. |
pe and wher mashed? They have less things then they had in coh1 and Sovs have abilites that wher and pe had that Germans no longer have.
Inc barrage and inc nades were some of the best. Instead they get the booty british rifle grenades. Fallshimjagers gone, in comes irregulars. Kch gone but in comes 6 man kch in soviet uniforms. Tank hunters gone, but now Sovs have tank hunters.
Instead of the pak 88 Germans get the inferior 17 pounder. Goliaths gone. Demo charges gone but Sovs still have them. Pe fhq plus heal gone, but Sovs have it and can reinforce from it. Sov have pe booby traps. Sov have ftfl, Germans don't anymore.
Sovs have german repair bunkers. Sovs have a watered down form of forced retreat, Germans lose it. With the exception of sector arty, I cant think of one other benefit that Pe had that
Germans now get, especially considering the things they lost from coh1, most of which found their way to the Sov army. The only thing new for germans, is the elephant and air support, and smoke. Ostruppen are watered down volks. Pgs are grens. All that is a sucky trade off for what they lost. |
I want a hotchkiss for the win. |
I said they were cripple infants? of course you would say that. And dont lie, you feel Germans are op. My post points out what I feel and others have stated Germans are missing, your post is 90 percent of how strong Germans are. ITs clear how you feel about Germans being op or not, we already know what you are going to post before you post it.
The t70 issue highlighted why both sides need, and most armies have light armor. One side having and one side not having meant the other side had/has to fight with either more expensive, harder to obtain tanks, or overmatch with more vulnerable units at even more expense. I get the asymmetrical army thing but missing basic units creates gaps |
I dont know . It only seems impossible if you feel like you can only ever move your tanks in batches. Otherwise, most of the time it is always wise to path each tank individually. |
I think more than anything Germans are missing important parts of what makes up an army.
Shock troops and su 85s, kv8s, is152s, is2 that squad wipe, 2 man sniper teams, 6 man support crews. These things mean you are always at a disadvantage until you make an advantage. You cant fight on equal terms with Sovs, due to smaller squads vs largers squads, and German armor not having anywhere near the anti infantry effectiveness of Sov armor(especially considering German armor is already facing larger numbers of inf). The range, sight and accuracy of the su 85s mean you cannot fight it on equal ground as well.
I dont feel Sovs are op but I do feel like germans are gimped. If they would've given coh2 Germans the exact same army and doctrines as coh1, the Germans would have everything they need to fight the Sovs on equal terms or advantageously. But they removed some of the best features of Wehrmacht and left them with gaping holes. Not having a puma meant that t70s got so out of control they had to nerf them. Not having bikes means you have to suicide rush su 85 spammers and they too got nerfed. Not having bikes let the sniper/flamer scout combo get out of control.
The gwagon with its paper thin armor but long range would've been a great match for the su 85. Units that cost no fuel in t4 would've gave other options then just building panther or p4. Having an officer to force retreat shock troops? Shock troop blob vs sturmtruppen? Pumas to protect the flanks of your at guns? Like I stated earlier, I don't think the Sovs are op but ,especially to Coh1 vets, feel incomplete. |
While that is possible , if you actually hit anything you hope for is more luck than anything. Vs inf you have a better chance of the splash doing real damage but vs tanks that move, even while fausted, trying to hit them with rng isnt reliable. And at 200 mp, you have 1 to 2 shots and then you face muntions drain like all other ost docs.
2 railways will clear a base sector if you are the luckiest person in the world when you use it. Otherwise it will pummel more empty ground then actually hitting structures. |
I start ostruupen with 2 mgs and build 10-12 ostruppen into t3.(1 ost,2 mg,5-6 ost, 2nd pio ->flame upgrades, bunkers/officer when/where needed, tech to t3, p4/stug)
Bunker every approach you can and get out p4/stug. With a ostruppen heavy build and multiple mg support you can overwhelm any part/s of the map you choose until t34s/t70s.
I always go straight for the enemy fuel cutoff, lock it down.
I always like to throw 2 flamer pios in for killing power as 4 ost can barely delay 1 conscript.
Im always caught by t34/su76 before my first tank comes out. When that happens I start hiding ost around corners everywhere to faust the enemies tank. Once I have my first successful faust, I send every ost I can muster to faust the damaged tank. Now the tank Im building will have easy pickings.
The real problem with this doc comes when heavy tanks come. There isn't anything to help you vs squad wiping vehicles, so you have to dominate the inf fight early, hopefully kill their first tank and then build up a tank force to overwhelm any heavies. You can try going t4 but you'll have to go t2 for paks.
I also tried sniper/s for killing power but they require to much micro to actually kill fast enough , they hardly seem to shoot by freewill.
Not using grens, or pgs you ll be hoarding loads of muntions. Build mines, more bunkers, or whatever you think you need for whats next. The railroad arty comes so late, is expensive, and hit and miss so it's not reliable enough to be used in a strategy, unless facing an on-map stationary arty spammer.
Once you are halfway through game, STOP building ost. I have a habit of forgetting to just buy grens instead of the quick to battle ost, which tends to lead to downfall. Late game re-crewing weapons though is a no brainer.
Dont be defensive with Ostruppen. Be the aggressor as long as you can, as deep forward to enemies base or important points as possible. The key to this doc is overwhelming pseudo firepower by numbers.
Use the officer plenty, aka smoke the approach to an mg then rush it with 5 ostruppen and flamer. Smoke the line of sight of sniper, feign retreat then rush forward. A group of ost, plus concentrated fire can be deadly. |
Thats stuff happens, thats the way the engine works. i have multiple tanks get crew shocked by is152 and wasnt even the tank hit. A mine probably wouldnt deliver fatal blows to 2 tanks equally but explosives in coh2 dont care whether something is hindering them or not they just have a blast radius and effect everything in it. |