You missed a few:
-Pay2Win DLC structure
-Poorly optimized and unreasonably demanding on hardware
-Above all, the unforgivable command delay with absolutely breaks an RTS like CoH where micro can win or lose games at the drop of a hat.
P2w huh? I don't think so, all commanders that were imba are nerfed now and they are good. New commanders for new armies are interesting and good too, with interesting abilities. All free commanders are god damn good. Imho, there is no p2w. Optimization? Yeah, but they are working on it, the main problem is that with new armis, bugs came in game, and they not fixing it. |
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Imho, cons must be buffed with non doctrinal weapons for better playing at mid and early game. But I think, Relic will not do it. |
KT is very powerful. I think it must be lower fuel price, but then it can't kill infantry, like elephant, OKW have really cool elite infantry and KT must be a AT thing. |
And how play with this doctrine against OKW? |
Uhm, guys, is this working now against OKW? It was a good doctrine against Oshteer, but playing versus OKW you need elite infantry like shocks or guards. I don't think that ppsh is good against ober soldaten and other elite infantry and I think kv8, is2, isu152 will be better than t3485. So is this doctrine good nowadays? |
Firstly, preparation. If the OKW player makes no fuel purchases for a long time, expect a KT. Scouting information is very useful for this: if you see all 3 trucks with no big armoured units, then a KT is very likely. Once you realises this, just try and slow it down as much as possible by attacking fuel/cutoff points.
Secondly, target priority. Surprisingly, the KT doesn't really do very much damage to anything except armoured units. If he's blobbing around the KT, use your own infantry to counter the blob in the normal way (MGs, artillery, vetted Rifles with BARs, e.t.c.) Once the OKW infantry is forced back, the KT becomes much more manageable.
Third, actually klling it. To begin with, anything that can slow down the KT or prevent its escape is very useful here. The simplest solution is probably Rifleman AT grenades (may need more than one to damage engine). The best unit for inflicting damage on the KT is by far the Jackson. If microed well, the KT will be unable to take a shot due to its very slow turrent rotation speed. Use this to flank the KT and start taking shots at the vulnerable, rear armour. This is why it is important to deal with the blob first: Panzerschrecks can drive off or kill the Jackson, but an unsupported KT allows the Jackson to get close or flank.
If you don't like/can't afford a Jackson, your best bet is massed AT guns (probably 2-3). Try to position them before the battle so that they can take shots on the side armour. Again, dealing with blob first is essential, or they will overrun the AT guns. Also, remember to activate the special AP rounds ability on all units that have it available; the extra penetration is extremely helpful against the KT.
Sherman flanking will also work, but they are slower than the Jackson and inflict far less damage vs. heavy armour, so this is much less ideal. E8s may work better, but I haven't seen E8s against a KT personally so I can't really comment.
All AT grenades that I throw to the KT were damaging engine. I think one grenade will destroy engine. |
Consider going 4 Rifles -> Pathfinder -> Captain -> Airdrop MG (crewed with pathfinders for a vision bonus) -> Stuart
If you can hold out without an ambulance for a while, do it. If you have a squad or two in desperate need of healing, just go ahead and get the ambulance.
Wow, if pathfinders take mg they got bonus? Iam always taking it with echelon troops cuz they cheap. Well I will try it. My buildorder was
1 Riflemen
2 Riflemen
3 Riflemen
4 Ambulance
5 Captain
6 Pathfinders
7 Stuart
8 Bars
And so on
But I will change it with 4 riflemen and do pathfinders if they really needed.
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4 rifleman is a very standard build, and there is a reason behind it I think. In general you can build 4 rifleman before realistically being able to tech up and purchase a unit from the tier. The only time I go 3 riflemen is when I rush out a lieutenant, which replaces my 4th rifle squad.
I have yet to use pathfinders to much effect. I would say they're optional, good to get 1 if you have manpower to spare.
Iam going fast captain and stuart, never use lieutenant if iam playing with airborne. |
Hello. The 85% of my games are playing with airborne doctrine. I am going with 3 riflemen and 1 pathfinders squad. But in some games they are not paying themselves. They are good at killing enemy snipers, but they always must to be supported, their radar is good but sometimes they are not needed on battlefield. And maybe it is better to do 4 riflemen squads and do pathfinders in late game if it needed.
What is better 4 riflemen squads or 3 riflemen and 1 pathfinders squad? |