I find the Sturm officer only useful early game before the build up of indirect fire, and near meaningless against units such as the American mortar. His mark target is quite powerful but he functions most effectively only after all your PFs get G43s. If my opponent went heavy into shock troopers I sometimes get one so I can MT the shocks every time they appear and really lay into them.
I have seen him used to good effect if he is allowed to sit well behind the troops and really boost their DPS without risking any form of retreat. Having said that it is a pretty big MP investment and at that point you may find you're build order is quite full. If you are winning it will probably push you over the top, but if you are even or losing it may be quite hard to afford this unit.
Feel free to try it out, but be very careful because it will force your ally's troops to retreat as well as your own. The unit is awkward because it encourages blobbing, but then punishes it with mass retreats.
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Thread: [2v2] No-Volks Strategy vs Penal blobs23 Sep 2016, 17:39 PM
In: Replay Reviews |
Thread: [2v2] No-Volks Strategy vs Penal blobs23 Sep 2016, 14:05 PM
I think you could do a modified version of this strategy, but it would be very vulnerable to T1 because of the scout car. I think if you want to try it get at least 1 or 2 volks after you get your 2 SPs and your 2 kubels. You would use the kubels to scout so your SPs could always close in and deal good DPS. When you got the volks you would ensure a faust (your first truck would not be far behind) and a good way to sit in cover and buy time for for repairs and flanking. I don't think it wrong to get 2 or even 3 fussiliers after that since they are so cost efficient and their vet gives them really powerful long range sniping in a squad that is very difficult to wipe out. I should have mentioned it before, but try to save your munitions so you can get G43s on all your PF as soon as you deploy them. You might not even upgrade the volks so that you can pick up any dropped weapons. If you see them going heavy into T1 I might consider seriously modifying this strategy since you will be vulnerable to scout cars. In that case fall back to the volks and get a truck converted quickly, or get a rakenten to deal with the cars. No strategy will work without vet on your units though, so make sure you get really good at getting those squads back to base. I think you will find that as you get units with higher levels of vet you will easily be able to punish blobs because as they try to close you will rip squads apart. A vet 1 MG34 is amazing, just keep loading up those inc rounds every time the blob approaches, it will get vet very quickly. In fact, you can load the rounds just as they enter the firing arc to make sure they close the gap even a little further. In: Replay Reviews |
Thread: [2v2] No-Volks Strategy vs Penal blobs22 Sep 2016, 21:17 PM
Saw the game and here are my recommendations: I don't think it is viable to wait until 2cps to get mainline infantry, especially if you are going to play so defensively with your SPs. Ultimately you lost because you were relying on your ally to cover you until you could build up enough units, which never happened, and they tour you apart piecemeal. You must have your units survive, you are getting wiped constantly which is extremely punishing for OKW since they depend on high vet level squads. You must also be aware when your opponent is present and when they are not. You had large portions of the map capable at different times but pushed slowly even though you could see mass retreats were underway. You left your ally to cover for you in the early game, which devastated him. You need to keep pressure up to keep him from being punished so severely. You lost a number of vehicles and your schwer needlessly. Since you are going heavy on the PFs you don't need obers, and you have the heaviest TD in the game without tech. What you need is pumas and stukas. Use the Puma defensively until he overextends and then have it roll in and wipe a unit. Really focus on having squads survive and retreating at the right time. His penal blob was not very impressive other than it could raw DPS you from the front, but it was because you had so many squad wipes at that point. Had squads survived you would easily have been able to fight him toe to toe. Sweep for mines if you are going to dive, otherwise things might go poorly. The point at which his blob beat you was late in the game when indirect fire was plentiful. You need to at least force him to spend some resources on something other than arty or you will lose. You lost when he got to set the tone for the game and decided to do an arty match, which he won because of the advantage in squads and fuel. In: Replay Reviews |
Thread: [2v2] No-Volks Strategy vs Penal blobs22 Sep 2016, 17:21 PM
I will take a look at this replay this afternoon. Please note that if you try a strategy and it begins to fall apart you need to be ready to modify your strategy. Don't allow a pre-planned strat prevent you from thinking about how to beat your opponent all game. In: Replay Reviews |
Thread: What's left to fix to have a fairly balanced game? 16 Sep 2016, 17:29 PM
Sorry I wasn't clearer. Yes my concern is the fact that you can frequently issue orders to throw a grenade and you have to wait for it to execute because the model is doing something else. If you watch COH1 when you throw a grenade the nearest model instantly stops whatever it is doing and throws. Bugs like this are somewhat laughable since the game has been out for years, and grenades are used literally tens of times each game, and in larger games potentially hundreds of times each game. These bugs should be week 1 fixes. In: COH2 Balance |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 17:57 PM
Thanks for going through these Smith, good catches. Are you gonna do a write up of all factions because I would be interested to see what else has been forgotten. In: COH2 Balance |
Thread: What's left to fix to have a fairly balanced game? 15 Sep 2016, 13:04 PM
I would still like to see grenade response timings fixed. Ordering a unit to throw a grenade often comes with a delay, the action should be instant. The same is true of issuing orders to mortars which often sit for quite some time after an order is given. Units should feel responsive, not like they are stuck in the mud. JP cloaking still needs to be addressed. A number of commander abilities need to be reworked to make them even available in the meta. In: COH2 Balance |
Thread: AVRE vs Sturmtiger15 Sep 2016, 12:59 PM
The ST is a stupidly designed unit as is the AVRE. Neither unit should ever have been brought into multiplayer. The ST feels completely unfair, and works on a stupid shoot through FoW gimmick. The AVRE is also stupid and effectively just prevents weapon teams from being used. Smith has made some suggestions, I think they are ok, I would be willing to try them in a balance mod. In: COH2 Gameplay |
Thread: [2v2] Advance Cancer Regiment14 Sep 2016, 12:29 PM
If you are in such a terrible place that your ally cannot provide even a little support on your flank you may lose no matter what. However, mines are the JT best friend. Place them all around and well behind the line so he never sweeps them or even sees them. Then if he pushes just fall back until you are inside the mine field. Once a tank has a damaged engine even a very lackluster comrade can do something. As soon as you get the resources I would pick up the Fortifications comdr, since you didn't want to use the JT. You can still go Schwer if you go JT, that's not a problem, but make sure you can control a fuel or you will never get any armor. In: Replay Reviews |
Thread: [2v2] Advance Cancer Regiment14 Sep 2016, 03:01 AM
The ISG is the worst indirect fire anti-building unit. Never use it to clear buildings unless you are in dire need. In your case, dislodging the Soviet from his fuel is critical if you cannot secure your own. A diversion to an emplacement heavy build is not useful since his army is already immobile. Like I said the targets for the ISGs were selected incorrectly, and when you successfully destroyed the pit you did not exploit your advantage, effectively allowing the British player to recover easily. The Schwer, as you fought was a mistake. Elite infantry to fight emplacements? If anything you need more volks for their nades. If the issue was the Soviet I would have considered something else. The Mech option was suggested to you because you are fighting with a Wehr. He can easily cover your med by building a med bunker (which he is likely to tech anyway, and which your ally in fact did). However, you could also have invested in a mech after the med of your own. A medium tank rush? How many medium tanks did you build and how many tanks did your single JPIV even engage? You didn't need a medium tank you needed indirect fire. Be able to read the battle clearly so that you invest most effectively in tech. I am not saying a stuka would have saved you, but if I saw my opponent committing to turtle at such a level I would definitely pick up a stuka to make him bleed, and destroy emplacements coming out of brace. If you don't have fortifications save up, it can be quite effective. In the meantime the JT is a powerful commander. You avoid the need for a Schwer HQ early by having offmap elite infantry. You get a late arty barrage you can dump spare munitions into, and if you need it a heavy TD capable of destroying even the largest sim city without even being shot at. Sure its a big turret that moves slowly, but again who cares? He had no armor that was capable of flanking it and dealing with the JT with even a modicum of support. The Comet was not going to kill a full health JT with 3 volks a rakent, a pak, and a stug floating around. And that is if the JT never managed to fire one shot at it. I am not saying the JT is a great at everything, but to dislodge sim city it has few rivals. For a few munitions you can shoot through walls to root out even the toughest mortar pit. On top of that if you manage to push him off you can decap the map in literal seconds once you pop your ability to help infantry capture points. Many of the other commanders on offer will only increase your bleed against emplacements. They can be used, but they won't help you deal with emplacements better. In: Replay Reviews |
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