In order to get the replay review you need to specify which player in the replay is you. I think you may not get it though becouse of the rough chat. |
I'm not even trying to compare the numbers of equipment that the USA produced to german ones. Its obvious that germany produced way less. Still, it doesn't make american sources credible. They may have produced 30 000, maybe 35 000, but the number of 50 000 is definitely too much. There is actually no good reason for giving out real information in such reports, as well as there is no good reason in beliving in them blindly. There was good reason to tell american citizens that they had to build that many and that this is the reason why the treasury is empty.
As for the wiki article mentioned, the table with production variants doesn't even sum to its "totals"... The plurality of sources doesn't help either as all in all they all have to end in official reports of the government or producers. Having many sources does nothing when all of them are derived from same information. |
Okw med hq 2xleig for lategame jagtiger and of course fusilier mighty blob best option if u play 4vs4 on maps like redball
I hope you know that this is ostheer subforum |
Get a sniper as your first or second unit and try to keep it firing at all times. Brits are slow to advance and have only 4 men in squad initially so they will bleed a lot. And they surely will have to escape with that pesky vickers. All they can do is either go for countersniper, or try a sneaky commando squad. If you don't let them get your sniper that way you pretty much win the game.
To give you some additional advice:
1. Try to soft retreat with your sniper unless you need heals or you made a mistake and are overextended.
2. Use air recon to see where their countersniper is.
3. Keep your sniper near the middle of the field, so that you can contribute to engagements in all lanes on smaller 1v1 and 2v2 maps.
4. Always keep a gren nearby your sniper to make sure its covered from enemy vehicles. To get better results, base your whole army on grens, it will be harder to spot where you keep your sniper and you will always have big area covered by fausting range where your sniper can safely move around and shoot away. |
USA may have paid for 50 000 shermans, but they surely didn't produce that many. Neither there was a need for that many in europe, nor in pacific. This figure was probably written in the reports just to scare soviet army that was much stronger than allied forces in europe by the end of war. |
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Yes, it has been adressed in 1.4 |
Not sure why your friend would think this. When I first read the changes to this commander, I thought that this ability was one of the more powerful abilities, as paradropping an AT gun essentially lets you completely skip T2 and save all your fuel for fast T3.
Is this not how the doctrine plays out in game?
I think what he ment is that the ostruppen doctrine have always been best used with a reinforcement halftrack. Still, I agree that AT gun drop is amazing ability. Plus, its even better if there are going to be many different builds for that doctrine. |
Well, I would completly get rid of it
I mean, you can patch your tire over and over but will still remain tire full of holes until you change it.
It works on rakettens because they can retreat but on ZiS, it's highly defensive ability which will work only if you'll place AT Gun in a right spot. Sure, I can imagine some epic ambush with ZiS and T34s but, like I said, it will be very rare, situational.
I would simply get rid of AT ambush for this doctrine and leave it for remaining ones with a plan to change it for something else in future.
For example, like mentioned, I would change it for something similiar to Hull Down for all doctrines.
Maybe it needs to give zis a retreat ability to become useful for you? |
I think of morale mechanic as more general of a term. Total war style of morale is surely a morale mechanic, but so are coh style supression and leaflet drops. |
Hit the dirt
Hit the dirt in it's new form seems to me to have fewer potential uses and be more restrictive since the only way to use it effectively seems to use it in cover (which requires the presence of cover) so that it stacks with other cover bonuses. For the stacked cover bonuses the trade-off is however immobility and less dps.
Suppression immunity, is quite powerful but underutilised by many. It can be used quite effectively to dislodge mgs (which can be seen as bad play and if that was the general perception, then it seems fair to remove it).
The new ability is basically the infantry section's received accuracy bonus with two drawbacks (but also twice as powerful) at the cost of a commander ability.
It could be turned into just that by reducing it to 15% or 10% (or even less) received accuracy bonus when in cover and remove the prone button and the accuracy penalty.
To me it always seemed that the ability was underused because it comes with weak commanders and because it requires additional micro to use (yes, it's not much but to be able to use it in the situation where it is very useful, you have to be quite quick to react).
IL-2
This ability seems weaker to me. While it wasn't very strong before, there was the occasional situation where it would deal massive damage to bunched up squads. The damage is so evenly spread now that the strafe does little at all.
After testing the ability in 2 1v1 games with little success, I tried to test some more with the cheatmod:
Even units in the open suffer hardly any losses even when standing still for an entire minute. I tested this several times with 3 bunched up cons in the open (no cover) and the strafe managed to kill 4-5 cons on average, if they remained the entire time in the zone (60 seconds).
One of the potential problems I saw was that a lot of projectiles collide with world objects. I am not sure if this was exacerbated by the minimum range change. But overall the strafe seems quite a bit worse.
What does the tracking change do exactly?
Here you go:
https://community.companyofheroes.com/discussion/comment/272941#Comment_272941
I think the idea about revamp is that these commanders were considered bad becouse they had situational abilities, like il-2 strafe, which normally doesn't do much but when it does it is way over the top. In example of strafe it could lead to massive infantry wipes, which is much more damage than soviet player payed for. This means that to make these commanders competitive, but without making them overpowered or frustrating to play against, they had to change abilities in a way that is more predictable and doesn't swing battle so much. That is why some of these abilities may feel weak for their former users compared to old ones even if they have been in fact buffed all in all. |