Well, 10 mins is a long time to hang on defending, with no MP, a loooong time. In an equal game, your not gonna be able to reinforce, so just attack everywhere the tiger is not.
I feel it was more of a change for team games, where one ace ussually would cost the Germans the game.
Also, in a game long enough to go past 10 mins (after calling Ace), with a normal tiger doctrine, you quite probably called 2, if not 3 Tigers, all while reinforcing your army.
And SgtBulldog, I do belive it can be toned down.. simply by adding a call in cost, ontop of the resource block, something like 500 MP. So in a tight game, its really going to put the pain on your MP when you call it. But it still retains the same feel. |
Yeah much worse than actual cover, which is a bit odd.. they should just give green cover, but in all direction imo.
Now its a case of spamming sandbangs if you need to hold a point.
They are much worse than buildings in coh1 were. |
Bit of a bad map, being North Winter Langreska as Soviets, but my opponent here perfectly countered T34/85 spam.
2 paks and a Stug is all you need to hold off the initial wave. One of my 85s did end up doing crazy pathing to get killed by the Stug, but that only happend because of the pressure his was able to put on with faust and stug.
Then later he brought in pak43s, which combined with existing AT, I knew it was only going to get worse, so I suicidal charged.
Perfect counter, wp |
Wow, well I know buildings were way too good before, but they are so weak now that grenades are not really needed at all. Pretty much anything can just stand there and easily shoot a squad out of a building at 2-1.
Guess Ill just have to get used to new buildings. Its obviously a positive move, but quite hard to get used to. |
I disagree, having it passive is simply a none skill manpower buff. Which is exactly what they wanted to escape with the medic stations of coh1.
Conceptually, they were really awesome and one of really cool bits of coh1. But gameplay wise, they were a little out of place (zombies).
The concept of this ability works better in this game, because it takes a bit of skill to set up a large flanking attack, and activate it so that you gain for your dangerous assault.
You either push them off the field, for little cost (replaced units), or your attack fails, but you get a fast second wave to complete it.
Thats the idea anyway. |
Thats a strong combo, but a bit too heavy on AT, a clever Ost will notice the unit composition and go heavy on infantry and paks, wasting all those resources you spent on getting SU85 and paks. |
Yeah, and StephenJF's stream is great to watch because he is the great phillosopher of coh strategy lol
I dont mind playing some custom 1v1s with you and we can try stuff out and critique each other. Though Im not a top player. |
Anyone who has not bought them, certainly do not feel like you have to buy them to compete.
Most players, esspecially at a decent level, do not use these commanders in most games, as they are not always the best choice.
There are choice situations when these commanders can feel imbalanced, but that by no means they win all the time.
More that they change the nature of the battle in a drastic way, which people disagree with.
So certainly don't feel pressured to buy them if you do not want to. |
I dont know, penals actually do a reasonable bit of damage against SC or HT, so they can easily keep them at bay when in cover.
MGs are good, but youd better be careful not to let them flank with satchel. |
Bush rushes are always a little risky because of AT nade and faust.
Any vehicle can be killed by them, even an Ostwind, you just circle round and round your HQ so it cant shoot you, while reinforcing and throwing AT nades.
So yeah you could go in and prevent them from building Teck for a while, but they have a reasonable chance of killing your HT, then its just a case of whittling down what troops you have. |