Observations:
1) Be very careful what you build starting out, Conscripts will often bleed manpower and take up too much fuel for their upgrades and delay your early tanks. You don't want to spend too much in the early game or upkeep and reinforcement will be a problem later
2) You have loads of munitions and little very obvious to spend them on (there isn't any need to spam repair stations like I see people do). Mines and Demo charges will be very helpful
3) As noted above you may wish to delay activating it
4) Like with all medium tanks you need to be careful with the first few until you get critical mass
5) M5s will help deal with Shrek blobs
6) If any of your teammates have mark target that will be very useful
The rest is theory-crafting because I haven't tried this in game yet but:
7) Should synergise well with heavy US play in Team Games (ie More than 1 of them) because then you have to win quick
8) It's tempting to think that the idea is to push out tanks as fast as possible and not care too much about losing them.
I'm coming to the conclusion that that is a bad idea because you won't have the MP to replace them easily and that you have fantastic repair abilities for a reason
9) If you concentrate on running a "normal" economy you will have a bunch of fuel you cannot use; this is liberating because you can have respectable income without controlling much territory. All that matters then is playing aggressively and only caring about the VPs and the enemy's cut-off, at which point your tanks VET 1 ability actually becomes handy.
Effectively you are like a reverse OKW - they have plentiful MP but limited FUEL, you tend to have the opposite. So in both cases denying territory to the enemy is often more useful than taking it for yourself
Profile of van Voort
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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: SU industry able to toggle off MP to fuel transfer? Build?9 Dec 2014, 05:32 AM
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Thread: How can one kill SU FHQ spam?9 Dec 2014, 05:13 AM
This commander have no late game which will render your opponents with shitty stock units if you manage to survive that long. This, also each one of those things is about 50 fuel which will further delay their teching It's a "Win big early" strat; and one especially effective because it isn't seen very often. I always make sure I have MHTs somewhere in my loadout, and should remember to check if the enemy have it in their loadout (sometimes I forget, and that goes badly...) |
Thread: For the future of CoH28 Dec 2014, 09:38 AM
Actually I will be setting myself the task of working through most of these... In: Lobby |
Thread: Fantasy Faction X: Artillery8 Dec 2014, 09:31 AM
I'm deliberately not including the Mortor Half Tracks, not only are they on the lighter end of the scale here but they will be again offered in the 'Light AFV' category Remember that this faction has NO off map abilities at all, so whatever we chose here has to be good. As this faction is unable to build caches I am tempted to say that fuel will be at a premium so one of the fixed artillery positions would be very good. However it is not like this faction is likely to have lots of MP available either given that thus far everything is expensive. The Bulldozer Sherman, Sturmtiger and Brummbar don't give true range or indirect, so they are out. The SU-76 has cheap barrage but is generally pudding and lacks range The B4 will punish point targets and single heavies in the hands of complacent players, but this faction is neither Axis nor Allies so will often lack suitable targets. Other fixed options are expensive in MP Any of the Rocket Options will be good here in their different ways I will say then it comes down to the Priest or the ISU-152; and I will go with the Priest as it has both mobility and good indirect ability - giving all the abilities of the fixed pieces without their vulnerabilities In: COH2 Gameplay |
Thread: Fantasy Faction X: Artillery8 Dec 2014, 09:20 AM
The stock Panzer IV took the medium slot at 27%, technically a tie if you count various varieties of Sherman together (but then you could add on the P-IV battlegroup..) 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 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% Faction now looks like this: T0: Sturmpioneers T1: Grenadiers, MG42 T2: PAK 40, Puma T3: Panzer IV T4: Obersoldaten CP2: 120mm Mortar CP3: IR STG 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 +++++++++++++++ Structure is coming together I shall now do Artillery, then Tank Destroyers, go back to fill out the Light AFV position and leave Heavy Tanks until last. A lot of vehicles will end up being in two polls at one point or another but not all of them ++++++++++++++ For this purpose I will define artillery as all indirect, semi-indirect and/or long range weapons relying on explosive power for effect. This includes all Static indirect artillery, rocket pieces, things like the Brummbar and the SU-76 as well as the ISU-152. In: COH2 Gameplay |
Thread: AA Playthrough6 Dec 2014, 08:46 AM
Next best move seems Tank Grab to Cielle Bunch of abandoned stuff to recrew for 50 fuel and only vehicle kills count Tailor made Baker mission Enemy has MHTs and Light Mech support On the way there: Recon Plane event Find the Pilot but he dies +5 Experience Medals here based on how quick I win I will do REL spam to cover the map and get fuel, and these will be my source of crews for the abandoned vehicles Start with two RELs, build 1 more: REL RIFLE Rifles will be to harass them when they recrew and protect me when I do M8 will be very useful as I need vehicle kills and canister will be good for that RIFLE Driven off by Sturms so I will let rifles deal with them Capping top and right cut off Free Sherman Gardening kubel, fortunately there is a closer M8 Canister on Fusiliers gets 3 15VP They retreat, lets get that Kubel RELS capping right REL Driven them off so I can get the other M8 They are trying to get the Sherman, let's get over there Cannister on Sturms = 20 VP 222 is unwelcome, hopefully I can hold it off til the Sherman is up Sherman is up and undammged Kill 222 -5VP REL Cav Rifles Head for the other M8 Kill two Sturms -10 Chase them to their base and regret it Pull back and repair Get that second M8, got Sturms, Volks, Raketen and Puma Get out of there before I lose anything but get the M8 REL Puma is not really in a position I can get on it M8s to cap right Sherman to cover New plan: Use the halftrack to move RELS around with Not much abandoned now, so tech up LT Tell a lie, something down the bottom It's a luchs A GARDENING TIGER ACE IS NOT "LIGHT MECH SUPPORT" Ok, see if I can ignore that and kill infantry with the Luchs and M8s Score is 240 to 130 so I need 26 kills Puma is down Ok, pull back and repair M8 is killed by PAK but crew ok, retreat them MAJ AMBULANCE Tiger Ace is in middle Send Luchs around right Kills an MG team They are trying to get the M8 back but is too close to their base and I know there is a PAK there Luchs gets raketen but needs to repair So: Rifles + Sherman to left M8, Halftrack, Rels + Luchs right SHERMAN Do a recon pass They have a IV J too Try a Time on Target on the Ace Ok, that is all a bit confusing bit there goes an MHT Just lost Halftrak to a raketen after getting away from the Ace Luchs is down too Now need 5 more kills Dual stuart call in When I am ready do a recon and get those 5 kills I have a Stuart and the Tiger Ace visting my base Ignore them Lose one Stuart to a Raketen but Gib it with M8 for the final 3 kills 170 to 0 +15/-22 Silver Not surprising, might have got Gold is not for the Tiger Ace Previous Efforts: 18/-18 Silver Watchtower ABLE 6/-5 Gold Hardpoint ABLE 10/-26 Silver Tank Grab BAKER 17/-12 Gold Railsplitters ABLE 1 German to Houffalize 2 die In: Campaign & Co-op |
Thread: AA Playthrough6 Dec 2014, 07:50 AM
Try this again OK: Rels to mid and get that PAK Move up the 57 and cap along the way, then use to support 88 M20 to top star RIFLE Rifle to Mid Prioritse Zooks Vet 2 Kubel and Puma in range of the 88 IMG They do not get drawn in RIFLE ZOOKs Back cap with the RELs 57 to mid M20 to repair and bottom star Two pumas mid Get both Pumas but lose rifle Now have Volsks v AT guns on mid Return M20 Will call in Cav Rifles to there when I can Cav Rifles Panzers inbound Great RELS back to bottom star M20 to try and cut them One MHT down but I lose the 57 Call second Cav Rifle Free M20 Yay! Free Shrek Awesome Second MHT down Recrew that 57 Done 8/-7 GOLD Previous Efforts: 35/-16 Silver Railsplitters BAKER 19/-11 Gold Total Domination ABLE 12/-9 Gold Preservation FOX 6/-1 Preservation FOX Enemy flees to Hoffalize, Cielle and 1 is killed In: Campaign & Co-op |
Thread: AA Playthrough6 Dec 2014, 06:13 AM
Send M20 through mid, RELs along bottom IMG RIFLE Rifle to top REL I don't actually care about linking fuel up very much, so skip over it RIFLE The PAK is in the middle, and they have that a flak truck Leave that, maybe artillery later LT ZOOK Report of enemy vehicles AMULANCE Two flak trucks is bad news IMG IF flak is at the bottom maybe I can get that PAK PAK, Puma and Kubel And I just got another M20 Yay me IMG And a gardening Luchs +++++++++++++++++++++ I'm going to pull out I might be able to win this but it will be expensive I can come back knowing where the PAK is and make sure I run for the VP first with RELs rather than connecting up I didn't do that this time and it will cost me Withdraw +3/-2 In: Campaign & Co-op |
Thread: AA Playthrough6 Dec 2014, 05:58 AM
My upload time sucks right now, so I cannot get pictures on DOG are at 300/80 So they need no more Vet, just some heal I will try to avoid using them except for a truly hard mission or to spare the others as at Vet 3 they can get no better Then again, saving overall strength is more important than overall vet FOX are at 26/73 So they need heal and Vet Baker are at 14/100 So I will be using them next Houffalize I want to leave Bastonge is at 3 so the only other adjacent one, so there I go Walk around Dog in Stavelot: Cover Specialisation available in St Cith No interested Baker to Armour Assault in Bastogne Outskirts it is Enemy is at level 3, so will have MHTs and Light Mech Support As I want to kill Vehicles this should all be good I get extra armour every 6 minutes (however it will not be good) And there is a PAK 43 somewhere In: Campaign & Co-op |
Thread: Moving forward, what factions / theatres do you want?6 Dec 2014, 00:15 AM
If I was going to do it I would do it like this: Stand-alone factions Commonwealth France Commanders Hungary, Romania, Spain, Slovakia, etc, etc (OKH) Brazil, Free France (US) Nations Italy (AOKH), Finland (OKH - but can be on either side) Neither Italy nor Finland have enough to hang an entire faction around, but are too different to be a commander by itself Instead a NATION gives you 5 commander abilities, but also replaces some of the core units with alternates So Finland might get: Better Snipers instead of the OKH one Ski-troops instead of P-Grens In: Lobby |
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