Sarantini asked about the least popular units
http://www.coh2.org/topic/26896/fantasy-faction-vii-direct-fire-artillery/post/246133
Here is the anti faction, either the lowest voted or the stuff with no votes at all:
Builder:
Rear Echelon Troops
Core Infantry:
Assault Engineers
&
Pathfinders
Elite Infantry:
Irregulars
Partisan Tank Hunters
&
Ostruppen Reserve
Upgrade:
BAR
Machine Gun:
MG-34
Indirect Fire:
M1 75mm Pack Howitzer
Direct Fire:
7.5cm le.IG
Raketenwerfer 43
(I also note that last round was the first time no one voted for any OKW stuff)
++++++++++++++
That faction does actually sound kind of fun, and I can see some od synergies working
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Post History of van Voort
Thread: Fantasy Faction VIII: Light Vehicles26 Nov 2014, 10:23 AM
In: COH2 Gameplay |
Thread: Fantasy Faction VIII: Light Vehicles26 Nov 2014, 10:15 AM
There are so many options there. The boring option would be either the M5 or the SdKfz 251 Halftrack; as either will allow on field and in action reinforcement of our powerful infantry and team weapons The M5 will also give us AAA; which will be very important because I would expect people to use a lot of off map strikes and strafes against this faction The Ambulance might be handy too, but it more limited - albeit cheeper The Konigskubel will still be good; and would give early game a Gren/Strum/Kubel combo that counters all its early game counters. My dark horse candidate would be the IR Halftrack; I think this is pretty useless and rarely build it, but it would help make up for the lack of off-map AT. Edit: Recon damnit In: COH2 Gameplay |
Thread: Fantasy Faction VIII: Light Vehicles26 Nov 2014, 10:10 AM
I thought long and hard about how to break vehicles down. In outline it will be: Light Vehicles Light Tank Medium Tank Heavy Tank Tank Destroyer Artillery (including Static) But I might not stick to that and it might not be in that order +++++++++= For Light I have drawn the line at anything with tracks, which means the Luchs doesn't make it in. If it I let the Luchs in, then I start letting in the T70, and things cascade from there In: COH2 Gameplay |
Thread: Fantasy Faction VIII: Light Vehicles26 Nov 2014, 10:08 AM
As foretold by the prophecy the PaK-40 won the Direct Fire competition with highest score yet, 67% 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 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% Faction now looks like this: T0: Sturmpioneers T1: Grenadiers, MG42 T2: PAK 40 T4: Obersoldaten CP2: 120mm Mortar CP3: IR STG We are unable to build caches, but Grenadiers can build bunkers and Sturms can salvage ++++++++++++++++++ Before I go to the next poll I'll take a moment to look at this so far: We have superb AI capability, even in the early game as we have a Sturmpio/Gren combo that will become even better as more options unlock. We also have Sturm Pios backed by Grens for fausting so we have none of the vulnerabilities to light vehicles that OKW do. They only thing that is slightly concerning here is the expense in munitions as with LMGs and IR-STGs to buy we cannot get too excited with grenades and fausts On the other hand though this faction is totally lacking in off maps to spend munitions on In: COH2 Gameplay |
Thread: AA High Score Thread26 Nov 2014, 09:44 AM
If anyone is interested I am doing my 5th play through play by play here. http://www.coh2.org/topic/27494/aa-playthrough/page/1#post_id250814 I don't think we can upload replays though In: COH2 Gameplay |
Thread: Can you upload replays from AA?26 Nov 2014, 09:40 AM
Exactly what it says on the tin It wouldn't let me, I don't know if this means I am doing something wrong or it is not supposed to work In: Site Feedback |
Thread: AA Playthrough26 Nov 2014, 09:34 AM
This is a bit of a dead forum right now, so I will take the opportunity to do a mission by mission play-through of AA. As noted here: http://www.coh2.org/topic/27201/aa-high-score-thread We will be trying most of the tricks to try and post a high score; and if nothing else we can also discuss strategy +++++++++++++++++++ Company Choices: I have not yet played without Support, and I dread the time when I do, because they surprisingly they have turned out to be my favourite with some powerful abilities and my go-to choice for defensive battles Rangers will be the next pick As I played with Airborne I will take the Mech Company this time around; these guys are growing on me as there are certain vehicle based missions where getting tanks for mere MP will be useful. +++++++++++++++++++ First Mission: DOG at Eisenborn I have a pretty vanilla strat for this: Get more RELs and place them in the positions, upgrade them all with MG. Tech LT and MAJ, get some AT-Guns and a Sherman for the additional objective I have tried a couple of playthroughs tweaking that, building tank traps and sending the MG to liberate the route for Easy with the rifles in the hope to avoid losses Initial attempts with the tank traps went badly wrong as the AI pathfinding sent their vehicles down the trail to Easy which is not what I want Instead this time I have wired and trapped off left and right and left the middle open with a chicane of tank traps However I have BO: REL LT MG AMBULANCE ATG ATG MAJ ATG Second line of fighting positions behind the first With Easy coming in I cycle my RELs between healing and the first line of positions and let the enemy stall and delay against easy and the first positions. Both MGs now behind but supporting the first line Optional Mission: Intelligence, so I shall send the LT and Rifles off on that and follow with the Sherman when it arrives Abandoned Sturmtiger, BWHAHAHAHAHAHHA +++++++++++++++++++++++++ Final tally: Vet +24 Strength -4 RQ 30 All objectives taken Never needed to call for Artillery to break up an attack so should be max medals Previous Scores: +4/-32 +22/-19 +30/-17 +19/-10 So that is my cheapest victory so far; I don't think I lost a unit at any point, only figures In: Campaign & Co-op |
Thread: AA High Score Thread25 Nov 2014, 22:27 PM
It is interesting to observe that the best way to hit a big score is to spend as little Requisition Points as possible Surviving Companies 2000 each = 6000 Quite easy Veterancy 500 per rank Not that relevant, there is maybe one missions where you can farm vet Company Strength Not sure how this is scored Mission Completion Medals Maybe tops at 10,000 or so? In: COH2 Gameplay |
Thread: Leavers are ruining the game25 Nov 2014, 10:22 AM
I don't blame you In: Lobby |
Thread: Leavers are ruining the game25 Nov 2014, 09:19 AM
I'm quite happy to play on when people drop at the start I know what the AI will do, and can adapt around it, it will be quite capable of keeping the opposition busy while I work on winning Also to your advantage is that people take their eye off the ball when playing the AI. Winning a 4v4 as the only human player? Priceless In: Lobby |
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