6. Double T-34/85 being overpriced and T-34/85 just underperforming
7. Redundant Stug III E
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The Panzer IV G had 50mm on the turret front and 80mm on the hull. Much of it was vertical so there was very poor armor efficiency. If translated in-game, the 76mm T-34 should have situational issues penetrating the hull (it would depend on the angling, range, etc.) but should punch a hole right through the turret there and then.
In both vCOH and COH, the Panzer IV can bounce shots from medium armor. I find this to be off. |
I like churchills due to the fact that they can absorb a lot of hits, and occupy the attention of Wehr infantry and tanks while I use the AVRE to punish blobs. The churchill can do decent damage against infantry and has the free ability that pins down surrounding infantry. This makes it convenient for the AVRE to pop a round into them. The Firefly & CCT is to the rear, sniping the German tanks. I stop producing vanilla churchills as soon as the flamethrower variant is unlocked.
Also, churchills are replaceable and don't cost fuel like Staghounds or Cromwells. Cromwells are a bad value compared to churchills and I never build them.
Staghounds are good but cost fuel like cromwells do & they remove the CCT option (+40% fire rate for fireflies) so the firefly single/pair is weakened.
As far as the infantry goes, The British have Bren gun carriers so I use them to quickly cap so the glider option seems rather redundant.
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So essentially, in my core army I have 1 churchill + 1 AVRE in front, and binded with 2 fireflies in the rear + CCT giving bonuses to all. This works against the Panther spam. Losses of churchills are instantly replaced if I have the MP, and having no cromwells/staghounds gives me the advantage of fuel savings so losses of fireflies can lead to production of new ones instantly. The fuel savings thus ensures that I have some armor presence during the match even if I get walloped and lose most of my armor. So I'm still in the game.
And infantry support elsewhere- I simply just send in a disposible churchill to help defend the cap and delay them long enough so I can swing my core army against them.
I don't like the high cost of the British infantry (510 MP, etc.) and prefer to use them to cap rather than fight. I micro churchill infantry tanks against the Axis infantry.
Also, my 2 x sappers are usually left in the base waiting just to repair tanks rather than supporting attacks with piats.
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I find it unexpected that commandos is considered the best doctrine.
British infantry is very expensive compared to churchills. Both the SMG commandos and sections are 510 manpower.
In comparison, churchills can be called in at 600 manpower and at just 3 cps. At 5 CPs, AVRE's can be called and they massacre infantry.
I have personally found the commando doctrine to be redundant.
hmmph, there is something that I'm missing here.. |
Yea, the III E is a redundant unit when Stug III G's are available at roughly the same time. |
Stug III E, and the Stug III G for that matter needs a HP buff.
Currently the III E does not have the extended range of the SU-76 so it is not as survivable.
I see it as a waste of fuel. It is better just to buy a proper Stug.
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It's 6. I played the game yesterday..
COH has been patched many times over the years. I played the vCOH demo before and the US/Wehr are significantly different by 2014. Many, if not most of the prices/units/abilities are not the same as the original. Even the doctrine content is different. |
I guess not...I've compared the artillery to each other.
Most spread to least:
Nebels< Stuka < 105< Priest < Hummel. The spread of the hummel is rather tight. Nebel spread is too scattered for my liking. |
The AVRE is the artillery of the doctrine. It is very effective and kills blobs. Buildings fall in 3 shots. You however, need a reserve of munitions (at least 100+, preferably 150+) as each shot costs 35.
The more more I play the better I find the US infantry company. I'm starting to think that the US is the best faction, and Infantry company is the best doctrine.
The Hotchkiss w/ rockets may be the best Axis mobile artillery. They're more survivable than the Hummels or the stuka. They also come early. The Hummels tend to fire 6 accurate rounds and are good at knocking out individual structures but are not so good against infantry due to lack of spread. The rockets, however, spread more and are better at killing infantry.
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And STormtroopers..They eat up pop cap like crazy.(8) It would not be prudent to use any more than 2 squads. But I find them too gimmicky and attention consuming to be of much use. (ambushes) |
I'm largely opposed to the defensive style of play. I might make an emplacement here and there, but I play the British offensively. I find emplacements to be grenadier or indirect fire bait. I also find that type of play rather boring.
I always reserve my fuel cache for fireflies & CCT as British since I often have zero 17 pounders. Cromwells are not really worth the price to me so I fined that I need Churchills and AVREs to fill the AI gap.
The Hotchkiss with the rockets is really effective combined with the Hetzer & TD doctrine. |