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Posts: 3552 | Subs: 2
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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
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PS: The Italian Army fought with courage and skill
Also the African Branch of TAB Bulletins
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PS: The Italian Army fought with courage and skill
Post History of van Voort
Thread: Things I learnt about WW2 from COH22 Mar 2014, 16:08 PM
47 Grenadier and Conscripts knew how to make fire. However when selected for elite training as Guards, Shocks or PanzerGrenadiers they forgot In: Scrap Yard |
Thread: Countering early bunkers, 1v1 and 2v21 Mar 2014, 18:38 PM
Your options include: Don't let the Germans settle and build then in the first place Flank them, because early bunkers will not be interlocking and covering each other Go where he isn't Realise that he just sank 150 MP and 60 MUN each, so that his field prescence is that much less and he does not have that for anything else (FHT, Shreks, Faust, LMB,etc) Use clown cars and either drive past them and ignore them or flame them Rush out a T-70 or Su-76 and use that Get a Zis Do not use a mortar |
Thread: Recommended Commanders28 Feb 2014, 20:07 PM
A better way to put this: Why do you want more Commanders? To improve your chances of winning? [Dons asbestos suit} To give different experiences? To give different strategies? All of those have different answers? In: COH2 Gameplay |
Thread: Recommended Commanders28 Feb 2014, 12:48 PM
Assault Grenadiers and Ostruppen both play very differnt to standard Germans[code][/code] In: COH2 Gameplay |
Thread: CP Calculation?25 Feb 2014, 18:34 PM
I'm not sure I entirely believe that, because massive tank battles and huge airstrikes/artillery will be doing far more damage than early infantry battles yet the meter doesn't zip up fast In: COH2 Gameplay |
Thread: Uses for Mechanised Groups25 Feb 2014, 18:21 PM
This is plain false. At best there will be a single AT gun on the field. Well, 3CP is 1CP after Guards and 45mm; and AT Grenades will be around too ++++++++++++++++++++++ Also I want to try vetting this vehicles with no guns up just to see if that is possible. It will only be doable by running people over or driving through fires |
Thread: Uses for Mechanised Groups24 Feb 2014, 15:12 PM
So far this is one of the rarest 4 achievments BLITZKRIEG Deploy 50 Mechanized Assault Groups and 50 Mechanized Grenadier Groups So, for those of us who are completists or creative and don't want to dismiss anything as useless, what can we do with them? Both of them are 520 Mp and 40 Fuel and give you an infantry squad in a 250 Mech Assault Group PGrens in a 250 Mechanised Gren Group Grens with an LMG in a 250 The Mech Assault group comes in the Mechanised Assault Doctrine: 0 CP AGrens 3 CP Mech Assault Group 5 CP Stug E 8 CP Light Artillery Barrage 10CP Tiger Specifically this a doctrine that I understand if for limited or no teching, though that's not often viable. I suppose you can put Shreks on the PGrens and use it kill armour while it's being distracted, but that's a big investement in a vulnerable unit Or you can just take the PGrens out and use this call in in lieu of T2. The Mech Gren Group comes in Mechanised Doctrine 3CP Mech Gren Group 4CP Smoke Bombs 5CP Scope 8CP leFH 18 Artillery 8CP Command Tank It's interesting to note here you are paying MP and Fuel but getting something that costs muntions as the Grens come with LMGs Both of these look like an Ost clown car, but both come too late to act as one. By the time 3CP comes there are plenty of things that can kill them and the time for swift capping is done. I have used both in late game where infantry is depleted and a mobile capping unit can fill gaps, that works. They may also way to move a capping squad that is semi-resistant to shocks. Thinking if there is anything more. The 250 itself is underwhelming, it doesn't seem to have any guns, and has an implied cost of 140 MP / 40 Fuel or so In both cases I have considered doing the following: Call in the Unit, take the infantry out and use it elsewhere. The 250 can then either be used as an expendable scout/distraction Or, you can put a Pioneer in it and use it as a capper (possiblty with flames) What does anybody else think of these? |
Thread: CP Calculation?24 Feb 2014, 04:35 AM
Anyone have any hard stats on how these are earned and how they escalate? It appears that it is not a linear relationship and that the difference betweeen 12 and 13 is more than the difference between 0 and 1 In: COH2 Gameplay |
Thread: Hey Lads ! I need help about Osttruppen and Storm Doctrine23 Feb 2014, 10:36 AM
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Thread: Hey Lads ! I need help about Osttruppen and Storm Doctrine23 Feb 2014, 02:46 AM
Ive just come off a streak of playing Ost for the achivement, here's some observations: They enable you to play like the Soviets and get an early rush, you can send your Pioneer to cap fuel, star and munitions points whilst the Ost cap the standard points. However they suck versus infantry and have no grenades, so teammates had better have some back up coming. After rush you can hide them in buildings or use them to build bunkers. In mid to late game they are excellent cheap harassment, infiltration and expendable recon and minesweepers. Cap open areas, stick them into buildings close to the enemy to annoy and distract. Late game they become interesting, there is often a lot of open space and not much infantry around so spamming to cap becomes useful again. Also they can faust, and while they will probably die you are not wasting a gren. If they survive they will vet just from fausting. This makes useful at delaying tank attacks and distracting tanks from more valuable targets. Railway artillery is impressive but not accurate, but if a team mate has recon the Soviet base is not a safe place |
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