Why do you build RE's vs Ost instead of a Sniper? You need the Sniper for the scout car and/or counter sniper IMO. If anything, RE's vs OKW for the close-combat damage and faster emplacements.
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Wow, fantastic game and brilliant play from both sides. Great showcase of what the British are capable of Barton. The Churchill seems unstoppable in the right hands. An extremely good and versatile tank. It's nice to see a Tiger tank incapable of immediately shifting the tide of battle in COH2 with a very tanky opponent.
Exciting and constant back and forth game.
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Well played from both teams, great patience and control.
Sadly, Fireflies penetration rate is absolutely pathetic, however, Barton would have done well to use the Tulips far more liberally. You forgot to upgrade them most of the game.
Good use of Engineers.
Artillery is Brits best doctrine IMO, the Concentrated Barrage can be fired through FOW and is great for eliminating mortars, AT guns, weapon crews, which would have helped a lot in this game.
The Churchill tank is great for soaking Tiger damage and handling Infantry, which would have complemented a Firefly / AT gun combo well.
The Tiger turned this game, if the Fireflies would penetrate more often it might have been a different match.
GG. |
Hi guys,
I feel this is a somewhat decent back and forth Brit game vs Wehr. I'm still figuring out when and where to make emplacements. I think the Wehr's biggest mistake was lack of Snipers.
Input / tips welcome. |
Vickers -> rush good building (aggressive/defensive depending on map) -> IS -> UC -> IS/tech
Pretty much this. Still getting rekt with ease though. |
I really appreciate all the advice given here, but I haven't recived any real solution to the particular rush i encountered in this replay(?). The problem is that my first riflemensquad got suppresed before they even managed to cross the bridge. I guess i could send my engineer squad over right away, but that gives me delayed fuel, and that will put me behind if my opponent decides not to rush... hmm..
You have to EXPECT this stupid Kubel rush from OKW and use flanks to beat it. If people above don't want to accept this as the counter well then good luck countering it! Personally i think it needs tweaking. This 1 unit guarantees far too much map control far too early. They should increase its build-time or something to lower its potency.
You need to push with 2 units and keep them spread apart so the Kubel needs time to re-focus its mobile MG42, giving your other unit more time out of suppression. If however he gets his SturmSSschwarzeneggerKillers into range of your suppressed units beforehand you will be forced to retreat and completely lose the opening map control contest. Great isnt it! |
The majority of games played are team games. Relic should not be catering exclusively to the minority of people who play 1v1 predominantly. If they can improve team game balance without compromising competitive balance, there's no reason not to do that.
Yes, but the majority of people who play team games are also terrible. Catering to terrible players who rely on team-based strats and their allies is a very bad approach to balancing this game. |
Whether or not it's mentioned in an official statement or not, the fact of the matter is OKW doesn't get medium tanks under normal circumstances. They get light vehicles, then skip straight to heavies. Yet a doctrine provides them with these Medium tanks that they would otherwise lack. You can certainly argue that it's not a particularly viable doctrine, yet it is an example of an obvious category of units that is missing from their faction that is overcome by an unlockable/purchasable doctrine. It's not like every second doctrine provides them with a medium, in the same way that every other Soviet doctrine provides them with a heavy callin of some kind or an elite infantry unit of some kind and is thus expected to be a standard feature of an army.
These vision statements were not and have never been iron clad contracts. "Air support was virtually non-existent" = they get a pretty amazing strafing run+paradrop ability - coincidentally the USF only get one airstrike. Enormous fuel shortages = cheapest teching in the game, fuel salvage, resource diversion, and the ability to field Panthers faster than the non-shortaged Ostheer faction. Even after the game came out, they experimented with significantly altering the "resource shortage" part of OKW and in one patch literally gave the faction full munitions income. If Relic believes the game can be improved, they're not going to go "oh well, sorry, the vision statement says no!" Particularly if some future DLC pack adds Theatre of War type missions set after the Battle of the Bulge where it would be thematically appropriate to add a Pershing. But nobody should get upset if a Pershing somehow found its way back through the same time portal that sucked the Vampir STG44s from Feb '45 into active service during the Bulge.
It's not needed for 1v1s but would go a long way to making USF competitive in team games, particularly the larger ones.
Balancing team games is the dumbest thing Relic could do for COH2. If you want competitive team games play DOTA or some other game built around team play. COH2, DOW2, etc, will never be balanced in team games when they can hardly even balance 1vs1's. Don't even think about it. |
USF doesnt need heavy Armor. Why can't you see that? I play USF and realize they don't need it. The idea is you get a strong enough early/mid that you don't need to face roll them with a heavy tank. The factions need variety. Use combined arms, P47's, AT guns to win the late. |
Always move your riflemen/echelons together on the same side of the map against the silliness of OKW. You need to keep wide arcs so you don't get caught in his mobile MG42 arc and cleaned up with JagerShockSSpioneers, flank his car and move reinforcements up while using 1 unit to cap the other side of the map. His weakness is capping power and map presence with this opener but it has the chance of snowballing into a game winning advantage if you let it/waste too much time with it. GG. |