Played against what I assume was an arranged team from the way they played. Their opening to me was extremely impressive, they almost had full map control thru decaps/cutoffs around 2-3 min mark. Looking back over the game it appears their strat isn't to beat you back but force you into engagements while other units, mainly kubel decpas you to give them a fuel advantage for luchs rush.
I decide to help out on the right side of the map and chase down a sturm pio when I see a mechanized building going up. Point it out and we take it down before it finishes building which helped out a lot as the other 2 made their luchs and pushed us. I took down 1 luchs when user misclicked and got to close to PTRS and got satcheled. A min later other goes down to AT gun and we punish them for their crimes.
I go for Howi first instead of tank since most arranged teams seem to rely on double or triple raks for heavy stall. Ended up being the right call as they never got a tank out due to our pressure. Give it a quick look, like I said their early game strat was impressive to say the least.
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Thread: Triple OKW team had great opening3 Jun 2022, 19:20 PM
In: Replays |
Thread: GG vs arranged team3 Jun 2022, 18:54 PM
Played a few games against them with randoms, won one lost one and random bug splat on the other. Played a few random games that day with USF, he usually chooses mechanized so it gonna get ruff later. Game starts off fairly even a few kills on both sides but lines are as expected. Try to get a chase down wipe on Sturm with clown car but Gren stops me, fight it out and we push back against both G and VG only to lose car to a random mortar shell. USF ally seems to lose his side but does great job of pivoting and puts a stop to hard push by OKW. We start to get a few wipes and great map control. Feels as if they are stalling for heavies so we try to get as much pressure as possible to throw down mines. They start rolling out their big tanks, first the brumbar which the guy eventually got to Vet 3 and a command panther. Got the Panther with a satchel and we put it down as a team. That really saved us as KT soon hits the field and so does tiger Ace. We fight back and forth with them starting to win the map back. USF starts to lose his shermans which I asked him to replace with Jacksons for more reliability. KT eventually pushes to far and we kill it along with most of his army which forces the rest of their team to respond which we punish. Game goes our way heavily and we force the surrender. Got a couple good flank wipes using for mother russia and constantly hounded with B4. In: Replays |
Thread: 2v2 OKW/USF1 Jun 2022, 15:55 PM
Any extra 1v1 tips much appreciated, I mainly play 2v2 and 3v3. But I wanna learn 1v1! Wasn't sure who you were so I was kind of watching both sides to see what was going on until about mid game. I am assuming you are OKW since you won 1. I like the volks into PF, however you never laid down any sand bags, hell early game you barely used cover at all. If you are gonna get pushed around might as well go all PF since they scale better. 2. On a similar note, you took a lot of bad engagements early on. For example, when he was capping southern gas you knew he outnumbered you. Instead of backing off and throwing down a sand bag you stuck around and jammed the cap for a second lost several models and retreated. Your PF was then left alone now against 3 squads which led to even more model bleed. You had no way to win that fight, you gained nothing from staying however with some green cover you could have inflicted mutual bleed which would have made it a worth while engagement. 3.You took way to long to get your G43, I think you didn't upgrade until 7-8 min mark I believe maybe a tiny bit earlier. You had about 130 muni, you could have gotten 1 and been saving for the 2nd. Rely less on nades to pump them out earlier. Nades require a bit of luck to get the models/wipes but G43 will consistently deal damage. 4. I noticed you stuck to 1 VG and 2 PF into Flak. I like it but against better or more aggressive opponents you will probably need a 4th squad a lot earlier the Ober you made. He could have closed you out a few times if he just blobbed up and forced the issue. The flak is great especially with G43 vision but it is fragile, a good push with his at could have forced you to panic and make some mistakes. Once you got your P4 you seemed to settle down and use cover a bit more so I am chalking some of it up to nerves from playing 1v1. In: Replays |
Thread: truly epic game1 Jun 2022, 13:34 PM
Ok, I was wondering because you operated with so little AT for a while. Soviet had decent amount so I assumed you guys played together. There were a couple times that I was clenching my cheeks thinking about the inevitable panther dive. In: Replays |
Thread: JLI + SOV ScoutCar = New Sniper ClownCar??????1 Jun 2022, 13:30 PM
I keep trying to put Airborne LMG in the scout car since it would allow 3 LMG to fire on the move. The damage at range would be insane. However to do that you have to forgo fire clown car and save muni to rush out airborne. Doesn't work to well but it does do a lot of damage. In: COH2 Balance |
Thread: Weapon mods vs Weapon Swaps1 Jun 2022, 13:27 PM
There is little reason to be one or the other. I completely agree on the weapon training, conscripts should not handle an LMG as good as Shocks/Obers. I was hoping in COH3 they removed the different size squad gimmick for mainlines, keep that for elites/recon squads. It would help control power spike while giving players option on play styles if Doctrine does not include an ELITE unit. However, I just watched a COh3 video and squad sizes are all over the place. I think it going to cause some weird balance issues at release. In: Lobby |
Thread: JLI + SOV ScoutCar = New Sniper ClownCar??????1 Jun 2022, 13:21 PM
I finally got my ban lifted yesterday and I played for like 6 hours even though it's exam season for me. Whatever, I managed to pick and repair an abadonded ScoutCar by a noob sov I was coming up against and thought for whatever reason to put upgraded JLI in it. It was probably a situation that isn't supposed to happen. Such as LMG can fire from inside despite the fact the unit is on the move. Crit snipe bonus is a bit stronger but the chances of getting a open top vehicle to shoot out of for OKW is so low wasn't worth coding it out. In: COH2 Balance |
Thread: Weapon mods vs Weapon Swaps1 Jun 2022, 12:50 PM
COH3 probably already has its weapon upgrade system built but I was wondering what you guys thought about upgrades keeping the same weapon but adding a suppressor/sight/automatic variant? Using COH2 units Grens Kar98 stock decent at all ranges add suppressor unit gains camo/camo bonus but loses long range damage or Add sight unit gain increased long range damage(maybe pathfinder type crit) but loses short range Soviet SVT stock decent all ranges AVT upgrade good short range but heavy drop off at range or Add sight unit gain increased long range damage(maybe pathfinder type crit) but loses short range And so on for each main line, goal being to add different play styles while making it easier to balance Squad as a whole instead of having 1/2 models that do most of the damage. Keep that style to elite units. Also if you have your own examples post them. In: Lobby |
Thread: Looking for 3v3 Axis Strategy31 May 2022, 13:26 PM
How you use your kubel will change depending on faction and unit. Against conscripts and rifleman since they are slower firing you can inflict some bleed. IS kind of depends since they are long range focused they can reduce some bleed while they get the universal carrier to fight back. Penals actually do quite well vs kubel due to their SVT firing a bit faster/6man and scout car will be out shortly to chase you down. Also how would you describe your infantry play are you aggressive or passive. IF your a bit passive JLI work great since they are long range units that can do good crit damage. Your kubel and VG will help get more criticals allowing them to pay off quickly. For more aggressive play you can try VG with MP40 back up by the OPEL blitz truck. You can keep your pushes going longer while your kubel at VET1 can use detection mode to give you a heads up on where to attack/defend. In: Lobby |
Thread: OP vs ez mode?31 May 2022, 12:32 PM
every faction has brain dead tactics like blobbing and Mg spam etc, its not something thats unique to axis. I dont agree with your statement saying axis squads are more forgiving because axis usually have smaller squad sizes, making them more venerable to being wiped. The whole weakness to being wiped really only applies to explosives. Grens are a Long range focused squad that gets an LMG upgrade that makes it hard as hell to dislodge without taking loses. Yes they might have a smaller squad but since should be fighting at max range they shouldn't be getting wiped on chase. Therefore infantry VET is easier to preserve compared to Rifleman that are more expensive upfront and cost quite a bit to have them fully upgraded with grenades and bars/zooks. As for VG, they are designed to be supplanted by Obers which are probably the best AI unit in the game. They are literally Grens on steroids while able to fire on the move. Due to their insane RA the only thing they are truly weak to are explosives. SMG squads can beat them up close but using 2 equally skilled players, the Ober player will cause model drops on assaulting squad or retreat instantly to not risk losing unit. Also some of the tools are better on Axis infantry compared to Allies due to squad size differences. This also helps reduce micro allowing for worse player to compete with a better player. For example most axis cloak allows some movement without losing cover. For brits to have that commando spawn with just 3 units, airborne Guards only cloak when stationary and have to fire first to even get damage bonus. USF doesn't even have an assaulting cloak unit, all of theirs are long range or AT focused for Recon PARAs. In: COH2 Balance |
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