how about getting a volks to kill off the crawling units so he has to retreat his squads? an mg is a support unit and shouldn't be able to handle infantry on its own...
Because the unit count is usually roughly equal. That volks is fending off a flanking squad.
You can kite it. Pack up your mg and move further away from the cons or rifle, the amount of time u set up ur mg again is less than the amount of time they get out of suppression.
Another tactics is to have another mg cover the first mg. I don't like too many mgs cuz they make you really immobile.
Aye, I've found that it takes 2 MG34s to equal a proper MG. You're right though: I get really immobile and start defending a perimeter, at least until armor shows up.
I have a problem: I like to use MGs and the MG34 is not working for me. It can suppress a squad but can't seem to pin it and it has trouble suppressing nearby squads. The end result is that the squad crawls up and nades/molotovs me or the MG just gets outshot since it doesn't do a lot of damage. Now, I know the 34 is supposed to be inferior to the 42. So, how should I use it? And should I get a lot? I can get 4 and still have infantry inside my line!
The answer is abstract: Massed firepower. If you're going even with him the entire game, you're doing it wrong. You should have some sort of advantage, be it position, resources, or otherwise with a dominant army. To defeat the KT, press whatever advantage you have on it's SUPPORT UNITS.
If you have map position, pin them together and drop arty. If you have force advantage, fight around the KT or push the enemy into a a bottleneck then drop arty. If you have resources, call down abilities like crazy.
The panzerfaust was the ubiquitous AT weapons of volksgrenadiers since easy to use and spammable. STG44 was also a common weapon in volks units, though with shortages, since they were trying to make up for lack of manpower via automatic weapons. I do wish MP40s were somehow connected to volks.
Shout out to Relic for dank af balance preview patch!
60mm Mortar
• Added M1 60mm Mortar to USF Starting Building
M2HB HMG Team
• M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
• Can now load AP rounds for 25% increased damage and +10 pentration.
Volksgrenadier
• Panzershrek Package removed.
• Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
• Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)
MG34 HMG Team
• Mid accuracy from 0.41 to 0.5
• Far accuracy from 0.14 to 0.28
• Cooldown from 2.5/3 to 1.75/2.5
• Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.
I lose 3 paras now if I take that 42 with em but to think of an enemy flanking only to have 3 para thompsons in his face...
Actually, how exactly do recrews work? I'm under the impression that if I recrew with thompson paras, the crew with now have thompsons and when they reinforce, they will be thompson paras still.
I wish there were asymmetrical game modes in CoH 2. Frontline mode from Men of War is my goto example in my head.
I think an attacker/defender game mode would really spice this game up. There could be a 3v4 where the 3 have good defensive positions. Or we could have a classic weakened defender with extra time to prepare.