Usually 2v2-4v4, arranged. Haven't picked tank hunters in 1v1 yet, although it probably works perfectly fine at the lowest ranks like where I'm at, since people aren't the greatest at kiting with vehicles. If it comes down to it the B4 could maybe fill a roughly similar role of a katy, and I imagine it would work as excellent bait for vehicles to dive into mines. I like how it's way more subtle in terms of sound than rockets, at least until it hits something.
Tightrope has some games he uses 1v1 at a higher level and managed with it, so it's probably viable at least. He goes for a sniper to shore up his AI weakness, but I've completely lost faith in penals as mainline infantry. In team games I've used the mg+aa halftrack combo and it was solid enough to hold the line until I could get the b4 out for the booms. Otherwise focusing on AI with T70/T34 seems like it should work out. Besides that I think the weak AI isn't that terrible as long as you don't commit all your cons to ptrs, a couple should be enough. Cons vet up quickly so buying an extra squad or two mid-late game to replace the loss of dps is probably fine.
Note I'm trash-tier level so I probably have no idea what I'm talking about. This game is hard and makes me sad. But tank hunting is fun! Ram and bombing run is fun, at nades from camo is fun, B4 goes boom is fun. Covering the map with dshka bunkers after getting popcapped with nothing to spend resources on in big team games was also somewhat satisfying, but not recommended. Mostly the fun part was dropping a B4 shell on the blob that got caught and suppressed by a surprise bunker in the middle of nowhere.
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Recently tried some Tank Hunter Tactics, and found it absurdly fun. It's got a bunch of stuff unique to that commander only. There's something super satisfying about chucking a stream of AT nades to instagib vehicles from stealth, besides the little AT mines everywhere and PTAB AT bombing runs, which also does a decent job vaporizing blobs despite its name... B4 is always good for the occasional lulz. |
Thanks for the tips! I'm running Guards Motor Coordination. I probably play the most 2v2 - although a significant portion of those 2v2 matches generally amount to a 1v1 on half the map. I either win early game so hard that the enemy quits (usually by stealing an MG or satcheling some poor garrison), or I slowly get pushed back over the course of a match. I'm pretty confident in early game, then its a slow death as my mid and late game are weaker.
My second and third choices would be Shock Rifle Frontline or Terror Tactics, although I haven't used those outside of comp stomps. Time to try some new builds I guess, but I fear I'll just suck even more while experimenting with unfamiliar commanders and builds.
Over the past few games I've narrowed down my trauma to the MG/AT gun combo. I feel like a single AT gun creates a huge no go zone for both the m3a1 and the t70, and it's a fantastic deal for them since the AT gun will scale to endgame. Maybe I need to learn the maps and LOS blockers better. Given a roughly equal infantry presence in an area, I'm not really able to push and overrun the at gun on foot, since running through the mg fire is pretty much instant suppression and retreat or death. I'd love to be able to roll up to the mg and push it off with a clown car or t70 but again that's not worth trading my vehicle for between fausts and the AT gun.
I've also attempted emulating this combo on my side but it honestly feels like the enemies just ignore the maxim and walk right through it and throw nades all over my at gun and my mg with just a few squads, or even just straight up shoot it to death in a couple seconds with a group of falls or obers ><
I didn't realize penals get 3 PTRS, I always thought it was 2. I usually only upgrade one penal squad for sticky satchel snare and leave the general handheld at work for my regular guards, which I also like as my strongest ranged dps option with their dp28s. I haven't tried a PTRS clown car much, the car is usually reserved for my flame engies, since they could use the protection, mobility, and the ability to repair. Does it beat a 222? The 222 can shred an m3a1 pretty fast, and can supress the infantry carrying the AT gun too. If anything the 222 has plenty of life to just tank a few shots and roll away anyways. Takes 3 volleys from a 222 to take out the car from full life (usually 2 since the clown car takes damage from small arms too), while it would take two ptrs 4 volleys (or 5 if any shots miss...). I guess it would be better if there were 3 ptrs in a squad.
I usually don't play a conscript with my penals at all, but I guess that could be a low impact thing to try. It would be nice to have at grenades to keep the enemy honest, but that's more fuel that I'm behind... I used to avoid it since I read the merged conscripts keep their abysmal defense and I end up losing even more units out of my vetted squads faster. |
Should I be garrisoning a flamer engie or penals? I've also been feeling like the scout car is mostly a liability and counters appear after pushing 1 or 2 points. Feels like everyone always has fausts at hand, with a single faust resulting in death unless I get lucky. I'm usually scared to drive past an mg to dislodge it, unless its completely alone for some reason.
Feels really clunky to use in terms of turn speed and reversing and getting stuck on terrain too. Should I spam overdrive more? |
When I first started playing (couple years ago) fielding a T70 early was a huge power spike, a wipe machine, and general map control monster. I recently started playing again and besides the nerfs, maybe as I play against better players, I find enemy AT guns easily zone me out before I can do any meaningful mp bleed. Having trouble poking at max range since the AT outranges while the enemy infantry hide behind cover and basically kills my tank in 3 shots (they usually get at least 2 off by the time I react and back out of range, leading to downtime for repairs. Or am I just slow?), and then can't really drive up to circle strafe team weapons since all the enemy mainline infantry have fausts which instant snare and more or less result in death. A simple mg/at gun combo in the middle of the map will severely limit my options.
This is even more pronounced in team games where there are team weapons spread across the map. Besides the dangers of not focusing on my own lane, team games limit the ability to use the T70's speed to just yeet around the map to try and stay away from AT guns.
I guess a mortar is the basic counter to enemy team weapons, but I feel like they're mostly ineffective and slow to kill unless massed, or maybe I'm just bad with them. I either barrage and they just move out of it, or I attack ground into the fog for 2 minutes and it feels like they don't even have to bother moving, unless they're sitting in a building the whole time. Smoke is great though.
Spending 70 fuel on a unit with that's been having minimal impact has been rough and it feels like it just results in the enemy getting a P4 out before my t34. What am I doing wrong? Should I just skip straight to t34s?
My preferred build was penals, flamer scout car, guards, t70, then spam t34/85s with guards motor coordination. Lately I've been skipping the scout car, since it seems to be even more useless than the t70, and experimenting with earlier team weapons. I understand cons as mainline infantry are more meta, but I'd like to make penals work if possible. I feel like I barely win an even fight in the opening engagements with penals, and when I went cons I generally just got slaughtered even when making an effort to reposition for 2v1 engagements. Although since I haven't been having much success with the scout car either that kinda takes away half the reason to go T1... |
Upgraded guards hold their own against anything axis can field at range, all else equal, except for lmg obers or upgraded falls. Which is great for an anti armor squad. Most units have to give up significant dps to pick up handheld AT, guards' PTRS get boosted anti infantry damage mods instead. I believe they come out significantly earlier than upgraded obers/falls.
AT grenades are probably better as a general vehicle snare, but cons aren't doing any damage to vehicles in the meantime. Button also has no health threshold to snare.
The vision debuff on button basically guarantees solo enemy vehicles can't dive past them for a squad wipe or to hunt tank destroyers.
I like to keep them with a penal ptrs squad so the penals can run up and satchel without risk against unsupported medium armor that ptrs wouldn't normally threaten much. The satchel is effectively guaranteed engine damage on even the heaviest tanks, unlike an AT nade (or if not, a volley or two of 4xptrs deflections should fix that). |
https://docs.google.com/spreadsheets/d/1XlvWJn-DCj25EJwjYXseaBhpIqYpDJu8zAgVnAWJSQw/edit?usp=sharing
Hi all, new player here. In a game like this, knowledge is half the battle, and I got tired of digging through outdated information so I made this. Not sure if anyone else would find this useful or if maybe I just didn't find an up to date resource, but figured I'd share.
Still a work in progress and I expect there are mistakes, especially when it comes to loadouts or weird damage profiles on certain weapons. The vehicle data comes from the CoH2 Tools attribute files while the weapon and dps data comes from the Attribute Editor weapon report export. DPS is not a hard stat, but nice reference for comparing the relative performance of units or what range is preferred for certain matchups. |