I kinda wish my panzerwerfer can be as effective in killing like Katyusha or Callipope or Walking Stuka: everytime I fired into an Allies AT / Machine gun the crews just laugh at me and pull back after the barraged .
Nowaday in 2vs2 I usually see more comet than churchill. If I saw a churchill it's usually a flame churchill.
Also, I feel like my Ost AT gun is a joke when shooting churchill tank so nowaday if I see churchill tank ( mainly flame ), I rather shoot stun round from pak gun and then using Panzersherk to scared it off until my big boi Elefant coming out.
Seriously, that thing armor feels like a beast! And also I don't like that it got grenade: I saw enemy churchill just rolling in straight into my AT gun and pop a grenade right on it :\, now I just lay mine 43 OR just straight up move back my AT gun when seeing a churchill keep moving straight in. if Churchill hit a teller mine, it can just move back slowly so I rather use mine 43 to disabled its movement completely
" Rails and metal, i had to build 2 engineers just so i was the first to take the house on the southside, cause brits don´t have to build anything. "
I mean I agreed with this point because Allies faction doesn't have to build anything, can rush into that building and still bring mainline infantry into the field ( Conscript, Rifleman, Infantry Section )
In contrast as Ost player: if I let the first pioneer build T1, high chance I will lose the building on the southside.
So er yeah, in a way I do make 2 Pioneers if I spawn on right southside, meaning losing firepower in early game because no MG42 / Grenadier.
I'm not sure if we understand each other. It is perfectly possible to protect your flanks with mines. It is not a problem at all that some players will be lured into such "traps" and some will manage to spot them. This is intended game mechanics and a good one.
Yes, explained why I'm telling people it is 1 of the solution to deal with the Ram + IL2 bombing: I'm not saying Ramming + IL2 bombing is 100% counterable using that but it's a working solution for now.
What, however, is a problem is the fact that Sovets may have unproportionally more very effective combos that will just delete very heavy (expensive) units for not that great cost and less micro input. Not a very easy way to fix this I guess as many/all of those abilities are just cool and should stay with the game. It can, however, be frustrating when one player needs to use "classic" ways of destroying enemy heavy units and the other player will just click and destroy their units with very little micro input in proportion.
Understand your point but like I previously said: They will never fix it so the only way is to living with it consider that Ramming has been in this game in the begining. Maybe a solution is that when a tank is in ramming mode ( speeding animation ), if you can damage by anti-tank round or faust the tank will stop?
Your idea to use vet 3 halftrack with scopes to spot engineers is an example of such much higher micro requirement on the axis player's end in your scenario. And imo it is unlikely to work as engineers can be behind the first line and will spot mines anyway.
Idk, vet 3 halftrack + Spotting Scope you simply just let it stay still and it will increase line of sight so much it's almost like maphack, you only need to point Grenadier / Ostwind to shoot at those 4 man Engineer first.
I also noticed that some Allies even in top 50 are not familiar with 43 mine " shape ": because it's 3 sticks mine ( Not circle shape mines ) they might not even know what it is or pay attention to the notify in the bottom left and their engineers just keep moving on
They can just buy a sweeper for a 170 manpower engie, shoot mines from afar, done.
So you use your halftrack Vet 3 + spotting scope for superior line of sight, you see Engineer you shoot them first.
Also, in late game most of the time Engineers are back at rearline repairing vehicles.
They can also just arty/katy them accidentally.
Yeah but usually Arty / katy firing into heat Axis position ( MG, Gren, Elefant ), not into the flank of Elefant. Those flank usually only have 1 Grenadier to be look out, make Allies think " sweet jesus I can just move my medium tanks and flank that elefant, 1 faust ain't gonna damage my engine ".
It can be pulled off (with mines) but basically it is almost always a mistake on the allied side.
Yeah and as 100% Wehr Elefant player in 2vs2 I have seen too many times Allies Tanks trying attack Elefant from my flank and get baited into those 43 mine. ( Experience as Top 100 2vs2 Axis AT player )
And this game will cost your victory because of " mistake " isn't it?
Regular mines cripple engines too and are much cheaper and don't require the doc.
Explained why in my post I'm saying " I'm 100% Elefant player in 2vs2 ": Also 43 mine cost the same ( 50 muni ) as Teller mine, faster to build? by using halftrack and it disabled the movement completely: Allies will just look at their tank, cursing themselves for not bringing sweeper, looking at their tank getting blow up.
Those mines are nowhere near those soviet combos of guards snare, mark target, ram plus planes (alternatively hoorah plus snare, penal satchel, etc.) I'm not saying that those combos shouldn't exist. They are just so much more powerful.
Yeah but what can we do about it except for whinning on coh2.org? Those Allies combo have in the game for a long time and I bet 5$ that they will never balance it because there wouldn't be no point for T34/76mm ramming isn't it?
I rather just adapt, playing defensive with my Elefant and bait Allies into trigger my 43 mine than keep crying when they ram my Elefant and IL2 / Anti-tank overwatch bombing it.
As an Elefant 2vs2 players, I have seen too many players trying to move their T34/76mm into my flank to ram + IL2 bombing.
So the best way to counter this ( for me ) is to lay Riegel 43 mine around the flank and in front of the elefant: Allies usually will try to use ISU or swarm of tanks to all in against elefant, which in my case my vet 3 halftrack + spotting scope already let me know the incoming danger + Pak gun and PG with Shreck stay behind the elefant in case some lucky tank managed to get across
Usually when their tanks get immobilized I will just throw in a couple of bm so they rage quit
But yeah when you play 2vs2 and 100% use elefant like me, you will learn to love the Halftrack vet 3 + spotting scope + Riegel mine: When their tank stop dead in the track and the big " uh - oh, am I gonna lost the tank? " + bm start happening, Allies might lose their cool
I'm a 2vs2 Ostheer player in top 100 and I have some experience with Bunker so may I share with you all?
Reinforce bunker is a joke: Building it close to frontline and will result in Penal / Infantry Section with Arty grenade closing in and destroy it, you will just lost your MP and even squad trying to repair and hold it.
if you somehow managed to preserve the bunker till late game, it still result into a heat position that enemy will always fire arty / rocket => Losing even more MP and squad.
Rather than going Reinforce bunker, you better of getting 251 halftrack:
I'm more MAD losing my halftrack in late game than losing my Ostwind because it's a pain in the ass getting that sweet 251 vet 3 again.
Rather than going Reinforce bunker, I think MG bunker are way better investment compare to it.
MG Bunker ( a slight off topic )
So a superior version of the conscript 7th man upgrade but at T1 instead of T4. I'm sure that won't derail Sov vs Ost in any way.
Yeah but this game is not about Soviet vs Ost only right? We also have Brit and US with mainline infantry that is better compare to Grenadier atm ( or way better depend on the users )
Soviet also have elite infantry such as Penal Batalion, Guard Infantry, Shocktroops which are all expensive but good, they come out at 2CP is a bit after tier 1 teching ( And yeah, those elite infantry also come with metal doctrine such as T34/85mm, ISU, IS2 at least in 1vs1 and 2vs2 ).
Yes, at the same time Panzergrenadier will also come out and fight them I know I know, which are also 4 man squad, losing 1 model = 25% firepower and can only fight in medium / short range.
And it's not like This 5 man Grenadier ARE equip with LMG42, they are 5x vanilla kar98k, doesn't make them omg so OP, they just don't lost 25% firepower when losing 1 model, they will now lost 20% / per model only.
The purpose of this 5 man Grenadier squad are acting to draw enemy fire, recrew crew-weapon :\.