I think 3 sturms is risky - it was great when they were giving you free manpower but training them means your capping is weaker and you probably can't get much extra early pressure out of the third, considering how well brits can bunker down in a building with a vickers. |
Hey Jay. I asssume we're talking about 1v1. Playing against Brits you need a different playstyle than against the other factions. Defensive play with long range cover engagements don't work well, you want to apply pressure yourself. Infantry sections do not trade well if they have to advance out of cover, so try to put on the aggression so that they have to come and fight you.
Infantry - Sturmpios fight very well against infantry sections early game as long as you can flank and get close. You might want two of them. Building three to four Volks after the Sturms is good as it allows you to cap well and shrek vehicles in the mid-late game (plus they're soon to be given molotovs which will be really helpful against Brits in buildings). Mines are deadly effective against expensive Brit infantry and vehicles so don't forget about them.
Vehicles - T2 start is better against Brit in my opinion because your vehicles are so useful. Stukas can help you out with emplacements, especially the mortar emplacement that can cause you real hurt if it's properly positioned. But you probably want to get a Puma first, its stats are slightly weaker than the Brit armoured car but it can win with its superior range, speed and shreck support. Just watch out for mines and at guns. If you kill the Brit armoured car you can gain a lot of map control, giving you time to save for your powerful late game vehicles.
Avoid - Kubels seem horrible against brits - they die very quickly to accurate infantry sections and the universal carrier. You also probably won't get much value out of an Mg34 either seeing as infantry sections like to sit in green cover. Brits also tend to blob a bit less than other factions, and have very effective artillery to take out static mgs. I've also found fallshirmjaegers to be pretty poor against tanky brit infantry seeing as they're so fragile.
My preferred doctrine right now is Scavenge doctrine. The extra salvage helps ramp up your vehicle production, the infiltration nades are insane against cover-based Brit infantry and the Ostwind is very helpful for destroying commandos. Plus the artillery is helpful against Brit Sim cities.
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Whenever I've been able to use them effectively it's been because I've diverted sturm fire with a rear echelon before getting in close with an assault engie. Otherwise assault engies tend to get wrecked on the approach. |
Hey broodwarjc. First off, let me say no-one's pretending Wher vs USF is an easy matchup and in general USF are probably favoured, especially on a close-quarters map like Kholodny Ferma. However, please allow me to make a few points on your game in particular and why I think it went so badly for you, particularly in the early game.
Put simply, by 10 minutes into the game (well before the Scott or p47s had started playing a serious role), you needed a miracle to win. You'd had zero-to-no map control all game, allowing the USF player (whose control of his infantry wasn't all that spectacular) to rush for captain and Scott in the face of no enemy armour. Your infantry managed to wipe several riflemen but because your armour was so delayed by your poor start you were just taken apart by mobile arty fire and bars.
The loss of early map control just came down to positioning. USF have the offensive advantage against Wehr with the first units they build, so charging head on into the centre VP (which brings no resource advantage) with your cheapest unit was in itself a questionable decision. However, in actual fact, your pioneer did massive work against that first riflemen, but because your gren was off capping your fuel and not in support, there was no way to follow up. You were pushed back so hard that you built a mortar, when it is usually inadvisable to do so against USF until you've dealt with their first vehicle.
You're clearly not a noob and your cover micro and focus-fire is pretty on point. My main advice is that as Wehr you really want to make a strong frontline around an important resource point (which is usually munitions, not fuel). You want to do this early with your main combat troops grouped together, upgrading your army consistently and fending off attacks until your vet and powerful armour allow you to go on the offensive. You can help yourself do this early by keeping your combat troops in sort of a 'fist', while your pioneers keep taking points on the flanks.
If I could recommend helpful commanders, I'd say mechanized assault is definitely a strong option as opposed to spearhead. All of the call-ins are helpful, and the Stug e is far more useful than the mortar half-track against mobile US blobs.
Sorry for the long post, I hope at least some of the things I've pointed out prove helpful.
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+1 Sarantini
MilkaCow this still doesn't explain why the mg retreat bug is worse this patch. What on earth is the point of 'shock' on retreating squads? It's not a mechanic that can be taken advantage of intuitively, all it does is cause frustration. |
15 isn't far distance. At that range, and a bit beyond, sturmpios will do extremely well vs riflemen. Thanks to Milka's post, this is really obvious. His post lays out very clearly why using Sturmpioneers at extreme close range in an equal engagement is a bad idea. |
Really not sure about Lighting war. It looks fancy on the surface, but it doesn't really offer anything better than any other commander. It's like a cross between elite troops and jaeger infantry, while being worse than both. |
I haven't used Ostruppen much in 1v1, and although I imagine that's what you're focussing on, I'd just like to chip something in. Me and my friend have been running a 5 ostruppen double kubel start into mg34, volks and artillery officer. It seems to handily shut down allies early game in 2v2s. M3s can't get near the kubels thanks to the number of fausts. The number of ostruppen squads allows for rapid capping once the first wave of allied troops is beaten back. The guy using ostruppen goes T2-T4, the OKW player sets down a forward med truck and then rushes shwer for obers/sturmtiger. Trenches can help lock down the map, and the artillery officer can be used in tandem with panzerwerfers to effectively double their rate of fire. I definitely think the doctrine is stronger in teamgames where it's weaknesses (lack of early short-range firepower, no smoke for medium tanks, no call in tanks) can be made up for. |
Interesting ideas bambabam. In my view, this is all very useful information to have. I also think it's information that really shouldn't be in the UI.
I'm all for having these stats readily available in tutorial/testing modes. But if all that information was displayed during normal games, the screen clutter would be immense. There is already a bit of redundancy in the Coh2 UI in my opinion as the tactical map is cluttered by the resource-count for points, values that can be learned before even starting a game.
In the same way, constantly being bombarded with unit stats while trying to micro your units would not make the game any easier to play, especially for new players. Just my view. |
JohnnyB, you're pretty hard to understand, please tone down the rhetoric and actually engage with the OP.
As has been stated, though blobbing can be pretty strong, the game still provides heavy risks to blobbers. OKW blobs are no stronger this patch than they were (apart from those with JLI in support).
Simple blobs hit more mines, suffer more mortar and artillery hits, get suppressed more easily and can't take advantage of cover modifier as opposed to carefully positioned squads. What's more, if the enemy is just blobbing units they're not capping around the map. Setting up mines, creating sandbag defenses for your maxims, getting a mortar, saving some muni for zis barrages and investing in an early katyusha all goes a long way to counter OKW blobbing.
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