In another back and forth fight the Jackson finally edged out the IV/70 for the Tank Destroyer Slot with 39% meaning the US finally get on the scoreboard
http://www.coh2.org/topic/25090/fantasy-faction-i-builder-units
http://www.coh2.org/topic/25222/fantasy-faction-ii-core-infantry
http://www.coh2.org/topic/25382/fantasy-faction-iii-elite-infantry
http://www.coh2.org/topic/25584/fantasy-faction-iv-elite-infantry
http://www.coh2.org/topic/25935/fantasy-faction-v-machine-guns
http://www.coh2.org/topic/26653/fantasy-faction-vi-indirect-fire
http://www.coh2.org/topic/26896/fantasy-faction-vii-direct-fire-artillery
http://www.coh2.org/topic/27497/fantasy-faction-viii-light-vehicles
http://www.coh2.org/topic/27799/fantasy-faction-ix-medium-tank
http://www.coh2.org/topic/27982/fantasy-faction-x-artillery
http://www.coh2.org/topic/28119/fantasy-faction-xi-tank-destroyer
Builder Unit: Sturmpioneers OKW 58%
Core Infantry: Grenadiers Ostheer 32%
Elite Infantry: Obersoldaten OKW 28%
Unlockable Upgrade: IR STG 44 OKW 47%
Machine Gun: MG42 Ostheer 50%
Indirect Fire: 120mm Soviet 50%
Direct Fire: PaK-40 Ostheer 67%
Light Vehicle: Puma OKW 35%
Medium Tank: Panzer IV OKH 27%
Artillery: B4 203mm Howitzer Soviet 33%
Tank Destroyer: M36 Jackson 39%
Faction now looks like this:
T0: Sturmpioneers
T1: Grenadiers, MG42
T2: PAK 40, Puma
T3: Panzer IV
T4: Obersoldaten, M36 Jackson
CP2: 120mm Mortar
CP3: IR STG
CP8: B4
We are unable to build caches, but Grenadiers can build bunkers and Sturms can salvage
Tech structure will be similar to OKH, but costs will not necessarily be the same
Breakdown is:
OKW 5
OKH 3
Sov 2
USF 1
Now, light AFV.
I am taking out the very lightest of vehicles (Ambulance, M3, Kubel etc) and adding in the light tanks
Profile of van Voort
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Posts: 3552 | Subs: 2
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Residence: Morocco
Nationality: Morocco
Residence: Morocco
Nationality: Morocco
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Resident Soviet Whiner and Grand Master Bias Jedi; General Secretary of the Soviet Whine Hydra Collective; Axis Hating Sheeple; Allied Butt Buddy! Collect Them All!
Also the African Branch of TAB Bulletins
PS: The Italian Army fought with courage and skill
Also the African Branch of TAB Bulletins
PS: The Italian Army fought with courage and skill
Post History of van Voort
Thread: Fantasy Faction XII: Light AFV15 Dec 2014, 16:54 PM
In: COH2 Gameplay |
Thread: AA High Score Thread15 Dec 2014, 08:28 AM
45480 Garden it Surviving Companies: 6,000 Requisition: 23,900 Strength: 4,830 Vet: 3,500 Medals: 7,250 I spent no RQ at all ++++++++++ I shall reclaim 2nd place In: COH2 Gameplay |
Thread: AA Playthrough15 Dec 2014, 08:28 AM
Well final score: 45480 Surviving Companies: 6,000 Requistion: 23,900 Strength: 4,830 Vet: 3,500 Medals: 7,250 In: Campaign & Co-op |
Thread: AA Playthrough15 Dec 2014, 07:45 AM
Well, Ecshdorf left Night Raid DOG 300/83 BAKER 243/39 FOX 216/40 As Fox will be well suited to close in fighting like we will see, and have the Free LT and MAJ I will go with them So I start with RANGER RANGER VET 2 STUART REL First thing I get will be the LT, then MAJ ASAP as those are free There are three routes into town: Left and Right are narrow but the easiest to clear and you can set up rally points on either side Mid is well dug in So I will go left for fuel first, then go right and maybe hit the mid from behind later Try this with the Stuart by itself, but taking faust hits RANGER MAJ Ok, got that Inf to go to munitions, Stuart to follow when repaired Major locking down the fuel point gives me another 6 Fuel I will not bother to unlock anything as I recall there is plenty of good stuff lying around PFs with MG42s are nasty SHERMAN AMBULANCE Pick up stuff and take PAK from behind Let the tanks take point for a bit while I heal Officer in the area Helpfully the way I am going DO not like shreks but love HE SHERMAN FUEL CACHE Unbind the Major and move him up FUEL CACHE Ok, that fight was going ok until the STUG turned up SHERMAN Whoah, lost some Rangers to the VIP guards Stug is now abandoned Repair and heal RANGER Ok, Recon to check for AT Nah, just shreks Killed the VIP, 10% Experience Clear top right for good measure Pull tanks back and repair Use RELS to take STUG SHERMAN SHERMAN Rangers to go cap Send another recon up because I am sure there is an 88 around here Yep, there it is Drop Cluster Bombs and Major artillery on it Go in with taks Nasty Raketnwerfer, we hates it Cluster bomb it but it gets a Sherman Pull Tanks back o repair SHERMAN Got the PIV, abandoned, and the rakten Think there is another 88 to the left Recon No, just a 40 but arti it anywhay Send the STUG to top right so it REL crew can build Muni Cache Use rangers to take out top roadblock There is the other88 BOOM Send the Rangers to check it whilst the tanks set off the AP mines on the road and clear the bottom roadblock 88 is NOT down It is now Convoy has left, so now I will drive around the map and kill everything Convoy is behind me, so I need to run away to kill more stuff 66/-13 SILVER Previous: 41/-31 Silver 4 BAKER 28/-38 Silver 4 ABLE 31/-31 Silver 3 BAKER 36/-32 Silver 4 FOX In: Campaign & Co-op |
Thread: Fantasy Faction XI: Tank Destroyer15 Dec 2014, 02:16 AM
Last chance to vote as I will close this soon In: COH2 Gameplay |
Thread: AA Playthrough14 Dec 2014, 22:26 PM
Supress and clear what is in it, but don't cap it yet Send RELs to get wire and tank traps up around the perimeter MAJ SHERMAN DUAL STUART Now at pop cap so I might as well cap it Set up retreat point right behind some fighting positions 1st Attack: Puma + 2 Volks It runs out of fuel I will recrew it with a REL Recrew and repair, now we can start hitting stuff. Top fuel point first Not sure what optional mission we will get, not seen intelligence yet Clear the house, then top fuel Leave Puma to deal with 2nd attack Nope, mission is officer kill Can do that with the tanks and rifles Of course also defastating the area with Artilley helps... Lost a fighting position Also lost a few too many rifles pushing on that position But frees up some pop cap Decrew and repair SHERMAN SHERMAN In proof that tank traps do odd things to pathing, STUG is somehow behind the Sanatourim Send the Puma and Rifles to deal with it So they have all decided to come through the wall Pull the Shermans back too Lost HMG Clean right and push on fuel Build some more positions and tank traps to fill the hole in the wall Major recon right but does not quite cover fuel Go in and kill everything Next (last?) attack is P-IV that has run out of fuel and a IV/70 Drop artillery on that Take the last point for vet Pull back and get ready for final attack Shooting at me on the right and running out of fuel SHERMAN Recrew everything Despite tank traps they are still trying to get through the wall Artillery 81/-15 GOLD Previous 32/-47 Defeat 1 DOG 13/-47 Defeat 1 DOG 39/-14 Silver 1 DOG 42/-30 Gold 1 DOG 28/-46 Defeat 3 FOX 42/-18 Silver 3 FOX 33/-27 Gold 2 DOG In: Campaign & Co-op |
Thread: AA Playthrough14 Dec 2014, 17:43 PM
Ok, walk Baker around and then hit Stourmont Convoy Ambush + 10 EXP Stourmont: Actually winning this mission is not too bad, but I usually get screwed to get the other fuel points and side mission I don't think any time begins until I actually cap the Sanatarium point, so I shall take the opportunity to build up before that I have 3 Rifles, Cav Rifle, REL and Halftrack LIEUTEANT Don't need to unlock anything as there will be plenty of stuff lying around HMG Probe left first because there is free stuff Ok, lets start htting stuff AMBULANCE Hit the sanatorium, use the Cav and Flamer RELS to clear it HMG in there In: Campaign & Co-op |
Thread: AA Playthrough14 Dec 2014, 17:28 PM
Try again, this time cap left only and don't overextend Same build Bring Ambulance back after taking left to back cap right RELS extend up to their munitions but have to retreat My LT arrives the same time as their officer First contact is STURMS, try to get behind them with Rangers Officer, Rangers get blown to bits and have to retreat LT + RIFLES kill Officer and force retreat Now I have more MP, shall elect not to use conversion at this time as I will need munitions for zooks 750 MP Reinforce Rangers and RELS RANGER ZOOKS Have enough fuel I can buy a tank, so lets use that MP blitz SHERMAN Save the other MP for another Another officer Vet 2 Got him Retreat Rangers RANGER Kill those guys trying to get the mid VP 750 MP Clear the right And there is a VET 3 Sturmtiger SHERMAN Sturm tiger is abandoned but makes no difference at this point Win 250: 0 32/-4 GOLD 4 Previous Efforts: 0/-3 Defeat Armoured Assault 4 DOG 2/-1 Defeat Armoured Assault 4 BAKER 4/-16 Defeat Armoured Assault 4 ABLE Where my first playthrough ran out of men 20/-20 Silver Preservation 3 FOX 21/-11 Bronze Railsplitters 4 DOG 9/-9 Defeat Tank Grab 3 ABLE 0/-20 Bronze Tank Grab 3 DOG In: Campaign & Co-op |
Thread: AA Playthrough14 Dec 2014, 16:59 PM
Left with: Espeler 3 Bullingen 4 Stourmont 2 BAKER 152/54 DOG 300/73 FOX 179/50 So, I can probably level up BAKER and FOX to Vet 2, and Baker has further to go which should mean they have 2 missions v 1 for FOX Bullingen involves restricted manpower, and I have Rangers (with Stock Munitions> Manpower), and a free LT and MAJ So that is where I am taking them after walking around Attack a Patrol for 5 EXP Assault Grenadiers, Snipers, Hvy Armour and Vet troops Limited manpower, which normally I can boost by killing enemy officers Start with Ambulance and RELs Send Ambulance and RELS to go capping VP Build: RANGER RIFLE LT Leaves me 10 MP After I get the VP I will drop back and connect my economy, I will want Zooks fast Ok, medics get shot at by Sturms so pull them out and get them backcapping LOST IT I will withdraw 0/-1 In: Campaign & Co-op |
Thread: AA Playthrough14 Dec 2014, 16:47 PM
Previous efforts: 39/-20 GOLD 3 ABLE 77/-29 GOLD 4 FOX 67/-5 GOLD 4 DOG 45/-22 GOLD 5 ABLE In: Campaign & Co-op |
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