Opels cost 300mp why bother when u can build a cache?
Because cargo truck will give you 5+ ammo and 3+ oil where as cache will give you the same amount of either ammo or oil, but not both. So for he cost of 300 you get the income of 2 caches.
Plus cargo truck can be moved out of sector. That's allot better than losing a stationary cache which is only effective for the 5 minutes until small tanks and guards start popping up to destroy your cache with ease. |
I do not understand why the Russian mines cost 30 ammo and they are both anti-tank and anti infantry, while the German ones that cost 60 ammo are only anti-tank, it should be the other way around?
for the demo is better use them for the trap bridge
Russian mines do small amount of damage to tanks and damage the engine. German mines destroy small vehicles and almost destroy medium tanks completely by taking them down to 1/4 health plus heavy engine damage.
Russian mines are often triggered by one squad member who can die while the rest of the squad remains intact. I would happily take either mine, as both are very useful and cost accordingly. |
Im quite certain mines overall will be addressed in a later patch. I think its fair to say that Ost mines are a problem, especially considering the current Muni drain on that faction.
why? |
can it destroy a house or church with the demo charge alone ?
It will not destroy a church or kill all squad members inside it. It's more effective, the smaller the structure. |
Has anyone seen the latest casts from Rogers and pounder as well as Imperial Dane? In Imperials game there was no su85 featured and it played like coh of old and in the RNP it was super clear su85 is blatantly op.
Anyone see this? Thoughts?
where can I see this? |
I remember reading some where that it provided 50% more damage, but I don't know for sure. I would like to know as well as it looks like a great ability. |
1.9 x damage compared to conscipts actually
Do they actually do double the damage, or do they have lower accuracy or something that lowers their fighting value?
Reinforcing with conscripts will reduce your reinforcement cost by 50%. Very effective. It's a shame with armour value of one (Same as conscripts) penals die to basically everything.
So they can't stand against PG even with better damage? |
You bring to attention some important things about an underused unit. Can you throw the satchel charge without leaving the M3? How much does the satchel charge cost? |
There is also a cover type called smoke. It significantly reduces accuracy and nearly eliminates suppression for most weapons (effects may vary by weapon or weapon type).
I don't know whether you have to be inside the smoke for it to work, though... in CoH1 it was enough for a unit to fire through smoke to receive the modifiers. So it often was more effective using smoke on or near an enemy MG than using it on/near your own troops.
I can see that working too. Using the shock troops i usually throw the smoke grande as close as possible in front of the mg, very soon it will stop firing. |
Offensively, you can use it on an enemy elephant or su85, so your units (tanks, atgs) can get close without being fired upon. Also, on a slow unit like an elephant you can use attack ground from a distance into the smoke to damage it safely.
In infantry combat you can use it to help you flank of course. Or do a smoke barrage on a patch of deep snow to protect your infantry while its slowly moving through the snow into the action.
Defensively, you can use smoke on the retreat path of your units to protect them. For example, your tank gets a damaged engine and an enemy atg pops up. Do a smoke barrage just behind your reversing tank (to compensate for the delay) to protect it from the atg.
Thanks, interesting ideas, so any unit that is in the smoke can't see or be seen, that's why you suggest dropping smoke on enemy elephant . |