Sounds like you need a micro function.
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Mortar is always a good unit to have. Good manpower bleed and smoke is useful for protecting your units and vehicles.
Halftrack is good, especially with a riegal mine doctrine. Excellent AT mine, most people don't expect it.
Scout car is good but if you get good with teller mines you don't need it to counter m20/AA HT/t70/AEC.
Ostwind with hulldown is insanely strong and can lock down areas of the map like a panzer command or a bofors, but can relocate if need be. The bonus damage is very useful.
Stugs are great and cheap AT and do decent vs infantry with the mg upgrade.
Remember to use your abilities! Incendiary rounds after you get the initial suppression burst is very important to maximize your mg42. (Or preemptively toggle it on if you scout your opponent) Do regular recon runs so you can reposition your MG42's to maximum effect. Don't afk them in buildings or any of that nonsense.
I don't recommend panzerschrecks as long as you have good AT presence through mines + stugs (and maybe a pak40).
Teching up for a panzerwerfer or a brummbar make for good late game choices, if you don't want a doctrinal heavy tank. Most players like to get out a Tiger though. A Panther isn't bad if they're pumping out medium tanks, although if you play your cards right you don't need more AT.
The key is to make yourself an immovable wall. Use mines to protect your flanks and layer your defenses so your opponent is always under the gun.
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Bridges were very important factor in coh1 but it lead to abnominations like acheloos river, vire, lyon, and last but definitely not the least scheldt. These maps were filled with chokepoints what promoted lenghtening boring matches filled with only artillery play. What was most important was the standard pattern of 2 destructible bridges on sides and one undestructible pass in the middle cutting map in half and making attack impossible. Instead of sectors going back and forth we had static gameplay. Thats why in coh2 bridges were largely substituted by either completely indestructible ones or ice crossings. Now you cannot simply camp with artillery shooting enemy base, you need to act to win. It is better if you ask me.
I like how pripyat handled it. There was one destructable bridge and another that started broken but could be repaired as a shortcut.
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I think it's fine. One fun build I've been doing is getting a fast BAR squad and using it as an assassin vehicle.
In the later stages of the game if you keep it around with vet it becomes a bazooka mobile, useful for hunting down vehicles or even harassing their base buildings when they're not home. (Good for sniping med bunker)
Just like the m3A1, it's all about how you use it. Use it properly and it can be extremely effective. Drive it into double panzerfaust like a moron and it will die pretty quick.
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Relic is very intent on removing as many tactical elements from the game as possible, you see.
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200 seconds fire of SdKfz 251/17 Flak Half-track for one squad kill. Even a grenadiers squad kills a conscripts squad in building faster(if they don't get counter fire). the modifier is somewhat weird.
My experience has been different. Could depend on the building and the squad positioning in it? I didn't test it in a vacuum but when I used a 222 with a mortar I cleared a maxim out of a building repeatedly very quickly.
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Agreed. It's kinda silly having a tank MYSTERIOUSLY DISAPPEAR mid-combat.
Who's crewing this thing? Houdini? Copperfield?
Could say the same about all cloaking.
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Uhhh, ain't those literally all Soviet tools?
No, brits get tank hunters which have passive detection and if they choose hammer doctrine then their tanks can track vehicles that they've hit once temporarily.
Americans don't get much in that regard, but they do tend to have more infantry on the field and more mobile units.
Either way, are you guys seriously complaining about a tank destroyer not being easily countered by tanks? Infantry AT is the name of the game vs Jagdpanzer. |
I don't really see it?
Summed up vet bonuses for accuracy, cooldown, received accuracy.
Grenadiers: +40% accuracy, -20% cooldown, -23% received accuracy
Volksgrenadiers: -20% received accuracy, +60% accuracy -30% cooldown, -30% reload
Conscripts: 40% accuracy, -20% cooldown, -40% received accuracy,
Riflemen: -43% received accuracy, -20% cooldown, +30% accuracy,
Tommies -33% received accuracy, +40% accuracy, -20% cooldown
So from the basic infantry, we can see that germans get roughly -20% received accuracy while allies get around -40%. All infantry get -20% cooldown and bonus accuracy. However, the axis infantry benefit more from cooldown reduction and accuracy bonuses and tend to have higher damage per model than the allies in the late game. The germans also have more scatter, which means that missed shots can still hit other models. (i.e model A is aimed at, shot misses and hits model B)
I think you're too focused on the received accuracy bonuses, honestly. |
I think the Churchill is fine as is, to be honest. Enough armour that medium tanks should be a little worried, and enough hp to soak up AT weaponry.
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