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Broadcast: https://www.twitch.tv/VonIvan
Twitter: https://twitter.com/EXPERTSVonIvan
Steam: 76561198012811763
Residence: United States
Nationality: United States
Game Name: EXPERTSVonIvan
I disagree with what many people are saying about the Soviets being a bit more powerful in 2v2. Lately, from a critical perspective, 2v2 has ended up into a spam fest of assgrens and regular grens into flamer halftrack and p4 spam. This is quite hard to counter as the Soviet player due to the phaust ability the Grens have, allowing them to support the assgrens in making considerable pushes on the map. I think assgrens should have been a 1 CP unlock ability, but unfortunately no skill players are resulting in a mass spam of them which is quite a pain to deal with in 2v2, one mess up and it's GG once the Ostwinds and P4s roll out to support the assgrens, because by that time, even if you get upgradable ppshs, it won't make a difference when they have a fuel advantage, as assgrens can just camp on fuel points and wait long enough to get t3 out, or if someone decides to go maxims or scout cars they can easily be countered by either A. gren support(scout cars with flamers), or B. flamer halftrack(maxims). This doesn't however mean that con spam/maxim+scout car spam is completely ineffective, but when both go toe to toe I find the Ostheer have an easier time dealing with certain aspects of the Soviet Tiers. Unless the Soviet 2v2 team is able to defend fuel points consistently throughout the game, which is unlikely when people assgren spam straight to the fuel point and harass cutoffs/fuel points to death.
Guards and AT-nades/AT-Guns sounds good and works in most circumstances.
A particular scenario that i have issues with is when my opponent starts with Assault grenadier spam and directly techs to flamer HTs. In this case i usually stall with conscripts at long range, in buildings or capping around where there are no Assault Grens. This however leaves you with little XP for the first CP that unlocks guards. So, more often than not the Flamer HT arrives when i only have 3/4 of a CP and no guards.
What do you do in this scenario?
Upgrading to at nades and either A. Keeping the FHT off long enough with them to get 1 CP for guards. OR B. Going for an at gun(depends on map).
As an avid Soviet player I would be interested in the thoughts of others on how to effectively deal with a fast flamer halftrack. My usual counter is a combination of double guards + at nades, or at nades + at gun. Criticism/Recommendations are openly encouraged.
Siberian's penguin will bring him to victory. On a side note I find the lack of an American player distressing.
VonIvan
VonIvan from Merrika' is best known for putting the Game back in MVGame. He is King of 2v2, Champion of the Soviets, Maker of Unbeatable Strategies, VP of COHEXPERTS, hardcore troll, and Sib's acquaintance. A top ladder player in CoH2, and seasoned veteran of the CoH community, nothing stops him from accomplishing his goals. Completely determined and ready for new titles, VonIvan is up for any challenge!