"The "armor" statistic in COH2 reduces the damage your infantry take from small arms fire (SMGs, rifles, machine guns, etc.). It does not prevent damage from flames or explosives (mortars, tank shells, grenades, artillery)."
Source
To put it simply:
When inf used to have armor, they were hit more often but damaged they recieved was reduced because of the mentioned armor.
When armor was replaced with rec.acc all inf started to "avoid being hit" based on RNG rolls, while taking 100% damage if they get hit.
Do you remember why Shock troops kept their armor? What benefit does it have over just starting with small target size. |
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Been going Soviet Shock vs OKW to shake it up from my usual commanders. Game ended up going to about 1 hour, both of us under 50 points. Spammed the hell out of delayed fuse, got up to about 40 kills on mortar
Opened with engi to clown car started capping and noticed he had Fussies. I sent my engi/car to cap while my penal stalled his attempt to decap my cutoff. We trade back and forth with me getting several decaps to stall him and he cut me off a few times also. Get Shock troops to scare him off whenever I flank him.
I eventually get a 120 mortar that starts to put more and more engagements my way due to him blobbing up his PF, after a bit of back and forth I wipe 1 with a satchel but he gets the Penal as it retreats. Felt like I came out ahead due to him losing Vet and muni sunk in it.
I get T3485 out and use it to cause a little bleed and stall any pushes. I feel I am in the lead now with double 120 mortars killing all his pushes. I decide to attack Schwerer after I see P4J to delay any other Tanks from hitting the field. I use mortars to smoke and get the kill with satchels and arty strike. However, he pushed me at the same time killed my T3485 and stole a mortar.
Game has now swung heavily in his favor, but I do have a T34 on the way. I pretty much stall, let my mortar due its thing while he keeps harassing my cutoff. After a few pokes I finally get my PTRS Penal out on the flank. I then attack him head on and push back his raks and his army while getting the AT Satchel off.
This is my chance so I rush in and get the kill with literally 1 hit worth of HP left. I fall back, repair my army and build 2nd T3485. Points are heavily in his favor but army composition is in my favor. I little by little bombard his team weapons with delayed fuses for massive damage while holding on to VP. He finally gets the KT on the field which means he hasn't been building replacement units. I attack him but end up losing a shock troop. I call in arty which kills a vetted PF squad so good trade I guess, we keep prodding each other until I flank him again and get AT satchel off.
It is go time, send 2 T3485 and SU85 and rush in while my Vet3 Shock troop harasses his Raks. I get the kill but lose 1 T3485 and have to repair the other. Game is again in my favor as I call in another T3485 and literally try to bleed him as much as possible when he tries to cap VP. He never replaces lost inf squad, only going for MG which is annoying at first however once I know their positions Shocks force them to retreat.
He calls in another KT but he doesn't have the army to press me, so I take my time and scout with a unit so Raks dont catch me slippin. I keep flanking him so he gets really hesistant with his KT which allows me to hold on to middle VP. Once he drops to last 20 he sends his entire army to middle as do I. I stop the decap and win. GG |
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Regular Guards are more versatile but I like the Airborne LMG better due to there passive healing and dedicated long range damage which soviets lack. Reg guards do decent but I don't feel like they strike fear in CQC units.
Edit: I believe all guards can fire LMG on the move. |
What is the motivation behind the bigger sandbags for conscripts versus the smaller one all other factions have?
The smaller sandbags can easilier be placed next to world-objects while the conscript-sandbags require more room around it. No idea what the difference in stats is, but I'd prefer a swap to the smaller sandbags.
Not sure, but I think it has to do with the larger squad size and all models benefiting from cover while not clumping up. |
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I have tried using this commander a few times, doesn't always work but it is fun to use.
Started with engi/clown car for capping and protecting against bleed if OKW player rushes my gas which seemingly keeps happening. I attack his kubel/VG but i take too much damage and fall back. Almost lost the car due to bad pathing but stayed alive due to the grace of RNG. Send my penal in to push him back and set a mine down with my other engi.
Get his kubel as it rushes back in after being repaired, kill it off and fight him while decap with clowncar. I noticed he went 2 Sturm and went shreks on both so VG are getting bullied every time we fight. He ends up calling in a puma, kills my clown car but doesnt do much else since I did a LV skip. Called in Shocks and continue to bully his infantry constantly decap either cut off or gas. After building T4, I call in 120 mortar and scares him off in some engagements while softening up other targets. I build T3485 and slow most of his pushes and start to mine side of map while feeling him out since I dont know what commander he has.
I see PF with Shreks which is kind of late at this point but I dont have to worry about skill planes. I eventually get 3 85s and decide to destroy his schwerer while he attack me with his army. My 3 tanks occupy him while I smoke, satchel and Arty his schwerer.
At this point, his only options is rak blob or KT so I try to throw some mines while keeping the pressure on him. I finally get his puma and he throws in the towel. |
The leIG already does that. Instead of a stun, it forces units to go prone messing with cover and firing cycles.
Suppression on indirect was tried and it made the game REALLY stale.
Exactly, with suppression running in and continued fire from infantry kept the suppression active on the enemy whereas with the stun effect it would only be inflicted by the mortar round. |
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Had a random thought. What about giving mortar shell something similar to the concussive grenade to mimic shell shock. Say a stun of 1 sec, nothing to extraordinary but would scare blobs/mg into repositioning. |
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I have found myself using the same commanders over and over, mainly due to synergy with T1. I always have NKVD, Defense tactics and Airborne in my loadout and gotten a little bored so I have been trying out other commanders such as Counter attack and Shock army which has been fun even if they don't work out as well as I would like sometimes. I also like Lend lease but constantly find myself floating muni.
How about you guys? Have any of you tried something differently recently for what ever reason? What was it and how it work out for you.
Also just saw a game where Scotts did work so I might try some USF again with some of the non-meta commanders.
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Not my best game, started off ok, but lost car kind of early. However he kept saying something in the chat, didn't know what it meant so I took it as an insult. I held on built a M5 put in PTRS squad to kill his scout car but I got snared, he got greedy and didn't notice ptrs shots so both cars died. Despite him having larger army I have more gas income due to him blobbing his grens hard. However due to my M5 dying so fast I am rapidly losing map control, I decide to get T34 first due to reduced gas income to wrestle back map. Works and I am able to control the situation a bit better, he gets P4 and I am able to finally start building KV1.
I get his P4 due to him attacking lone Penal squad but then I popped out for mother russia and chased him down with PTRS rifle. I push him with both tanks kill P4 and get quite a few kills but didn't destroy AT gun. I once again control map due to his gren blob, he builds stug to fight me which I kill by chasing it with PTRS penal and catching with KV1. However he snared me and attacked me with AT gun at same time so I lost KV1.
At this point, game swing heavily in my favor, I have enough to build KV1 he sees it but still builds Ostwind for whatever reason. He doesnt build another AT gun either so it 1 Shrek PG and AT gun to deal with my KV1. We harass each other but I am able to scare him off a few times before finally flanking him with mother Russia and killing his Ostwind with my PTRS penal. I build another KV1 and pretty much snowball. I decide to end the game by pushing with 2 KV1 on one side pull back as he counters, and pushing with my other 2 KV1 to catch him off balance and end the game. |
This is just a suggestion for mainlines, presenting 2 choices for upgrades/sidegrades, that come at a cost, but which could come in handy if the situation demands. And the ''real/good'' mainline upgrades is doctrinal.
UKF.
-5 man bolster
-4 man with snare option
SOV.
-7 man cons
-6 man with 2-3 ppsh's
OST.
- mg42 LMG
- 1-2 G43's (think jaeger package is 3 g43's ?)
OKW.
- 2 STG's
- sprint or smoke package
USF.
- choice of BAR's or zook's
-2 garands with longer, more effective range
Dont mean to be a jerk but the suggestions are bad aside from USF since they are pretty much a downgrade. I really feel garands would help with late game bleed.
I the spirit of your idea I have been thinking that Volks should get a 5 scoped Kar upgrade that would literally keep their weapon profile but increase the base damage by like 4 per gun. That way Volks would scale better into the late game but would have a clearly defined weakness. |