Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Strategy and Tactics => Topic started by: Blue on January 22, 2010, 01:30:14 AM
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General thoughts on using the Red Army, add anything you think is relevant: Strategies
- Save your munitions, don't go spending it on upgrades that aren't useful
- Spam, yes SPAM, conscripts. They serve as good cannon fodder at the beginning of a match, and once upgraded to NKVD Conscripts, they are more useful
- Outflank any and all MGs, bunkers, or buildings. All of your soldiers will get suppressed, pinned, and murdered if you don't
- Ingery are actually better at a second glance, use them to fortify captured areas and assist with defending them
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Do not try hunkering down and waiting until teching up. If the Wehr/PE players notice this, they will realize what you are doing fairly easily if they have any kind of experience playing Soviets even in skirmishes, and will steamroll you with Panthers.
That´s exactly what happened in my first multiplayer game in this mod, and I was the PE player.
It´s better to keep your German opponents thinking that they can get more territory out of you. Their units are more expensive, so you can win long-term if you keep fighting it out until you get the munitions-based upgrades.
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Use t-70/t90.
They are extremely useful along side infantry as long as you watch out for AT
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- If using Urban Support doctrine, use your resources to get the Sniper Ace ASAP- In cramped maps, it will destroy your opponents infantry.
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call partisans somewhere where there are a few enemy infantry. Then regarrison them immediately afterwards. They stand a good chance of clearing the area
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Guard infantry, since they cannot be suppressed, are handy for charging past axis MG bunkers which might be guarding a strategic point. Ofcourse, if the point is backed up, it might be less advisable and do expect a few losses.
If you have to go defensive on an important position, a simple tactic is to use 2 builder units, an AT hunter, and a mortar. Quickly build a line of sandbags in the direction that needs defending and place the AT hunter behind it, an outpost a bit further behind it. Then perhaps another line of sand bags behind that which you place the mortar. With this, it allows you to quickly hold a position against lesser assaults and reinforce any losses you take holding it whilst allowing you to reorganise for any offensives you have planned. This would only be a temp solution, since an organised or well armoured assault will smash that defense line.
Tank riders are very useful for a commander on the go. Use the tanks you plan on assaulting with, to assault, and leave a t34 tank rider unit in reserve to capture points as you advance. It will require micro'ing if you dont have alot of troops to support.
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Don't forget to garrison chokepoints with outposts - with some infantry in these can hold up counter charges for quite a while.
btw, how do the soviets OP points?
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They can't OP points.
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outposts are very usefull...
also, t90 owns inf...
also, the heavy mortars are OP... So Use Them!
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Choose the breakthrough doctrine and get tank riding gaurds they own whilst on tanks.
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you can also ignore the mustering tent vs PE
get lots of Enginiry harrass territory with them
and then get support barracks and then obviously sniper teams
and anti-tank rifles
they own PE totally
it requires good flanking and multitasking to harrass territory
but it worked for me
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-Spam Ingenery and get a Command Squad ASAP.
-Don't build a Mustering Tent, skip straight to the Support Barracks.
-Make as many Tank Hunter squads as possible.
-Upgrade them to Men against Tanks ASAP.
-Use Propaganda Doctrine's "For the Motherland" and go pwn the Axis player's base.
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Mu ha ha! I like all the cry baby Germans.
For once they know what it's like being an Allied player.
Mu ha ha!
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Anti Tank Rifles are very good for killing paks , 2 squads with men against tanks shoots the gun and makes it break very quickly.
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Dont rely on your Conscripts, they dont stand a chance against german inf. So dont send your cons to cap near enemy sectors unless supported. And NEVER send them alone to capture enemy territory!
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I disagree, using conscripts to get killed and cause a distraction is useful- They give you XP and divert attention away from your main force. On big maps, they can also capture territories so that you don't have to send Strekly or Guards to do it.
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General thoughts on using the Red Army, add anything you think is relevant: Strategies
- Save your munitions, don't go spending it on upgrades that aren't useful
- Spam, yes SPAM, conscripts. They serve as good cannon fodder at the beginning of a match, and once upgraded to NKVD Conscripts, they are more useful
- Outflank any and all MGs, bunkers, or buildings. All of your soldiers will get suppressed, pinned, and murdered if you don't
- Ingery are actually better at a second glance, use them to fortify captured areas and assist with defending them
All is good!!!
The Lord developers increase range of shooting at IS-2 and SU-152
Please
Thank you so much for your laborious labour gentlemen developers!!!
Anxiously wait the continuations!!!
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against wehr and PE,u dont have to do shit,just spam engies and command squad...U will have whole map,and within few minutes he will have to defend from his base,then u build tank building,and they are still in t1 because they dont have fuel...and it game over for them,works like a charm,tried it 2vs2 1vs1,it's game over in 5 minutes,sometimes even less...u dont need snipers,at teams...just engies and command squad are enough >:(
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I found a strategy that works quite well near the end of the beggining.
1 T34 backed up by a T90 and a T70. Use the T34 to combat enemy Panzers and use the T90 to mop up any infantry or quickly flank AT guns and the T70 to micro to the rear of enemy tanks.
Also, as soon as you get Strelky, use them, i ignore Conscripts almost immediately after my support barracks is up, they're only 50 manpower more and are worth every penny as they can hold their own against unvetted Gren squads toe to toe.
If you can, follow your infantry squads or tank squads with a sniper team (or conversly a Tank Hunter squad if your worried about light armor) a little ways behind them, when you encounter a strong point bring it up and start using them to win the fight against pesky pios and Machine Guns.
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Make 2 sappers+command squad,
Use Conscripts to storm the map, take as many points as fast you can,
use Sappers to build barbwire on chowk-points to channel the enemy units and mass tank traps to deny them movement on field, Sappers are 150MP so you`ll have those defenses quickly up. Mean time, harass Axis with conscripts and ALWAYS give them something to shoot, it will keep them occupied. They will quickly push you back dough, but Barb and tank traps will keep them long enough.
By now, you`ll have enough fuel for Support, keep making Conscripts but support them with Snipers and Tank hunters (at least 1S+2TH) and upgrade the Strelky with Red Banner and PPSH.
use 1-2 mortars to push to their base with Conscripts scouting the flanks and Strelky+CS charging with Snipers and Tank hunters in support, and game over. You win.
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i found this to work.
1: Build three to four Inergry, then capture two ammo and two fuel points.
2:Build the Mustering tent and build three conscripts at a time, effectively giving you 12 guns firing at once.
3: Hold your ground until you get the Support tent and build either mortars or tankhunter squads, and upgrade the tank hunter with man vs machine.
4:When you have the Tank Hall, get two to three T-34/76 and hit the enemy panzers. Always have more tanks than you opponent.
5: if you choose the Breakthrough Strategy, get the Il-2 rocket attack and when you are getting owned by something like a Jagdpanther, King tiger, Tiger, or muiltple Panther Tanks, use the Il-2 and watch their tanks get beaten back.
6:Wehn attacking the HQ, use everyone you got at once.
This is how i win as the Soviet union. Hope many comrades found this useful.
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1)Don't spread your forces too thin early on. Isolated soviet squads will even go down to a bike. Send cheapest most ependable unit to cap isolated points.
2)Keep 3 conscripts with the command squad and move in force
3)Never leave AT guns/mortars alone and move them all the time. If they counter arty you then you can't just recrew it.
4)Use expendable conscripts(no pop cap) to capture/hold buildings to gain/keep map awareness and hold up your oponent.
5) Tanks are good but you need solid infantry support so don't forget infantry upgrades. Combined forces are always better.
6)Complement T34s with SUs and infantry
7)Keep up the pressure always like you would when playing PE/US
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1)Don't spread your forces too thin early on. Isolated soviet squads will even go down to a bike. Send cheapest most ependable unit to cap isolated points.
2)Keep 3 conscripts with the command squad and move in force
3)Never leave AT guns/mortars alone and move them all the time. If they counter arty you then you can't just recrew it.
4)Use expendable conscripts(no pop cap) to capture/hold buildings to gain/keep map awareness and hold up your oponent.
5) Tanks are good but you need solid infantry support so don't forget infantry upgrades. Combined forces are always better.
6)Complement T34s with SUs and infantry
7)Keep up the pressure always like you would when playing PE/US
QFT - Sitting back and hording resources with the Soviets will get you raped rather quickly... The player needs to continuously throw some sort of infantry or armor to busy the PE/Wehr player.
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I never said sit back...quite the opposite as per No7...but sending lone conscripts/engies all over the place just wastes manpower cause they're easily wiped out. You normally do that with other faction's engies cause you can retreat as soon as you're opposed.
Number4 is for mid/late game mostly where manpower resources aren't as restrictive
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Since the new 1.04 patch, I find upgrading your conscripts to NKVD conscripts better than upgrading the Sterkly. Sure the Skerkly are very effective, but when you can have eight armed men and a pop. count of 1, you can overwhelm and even Knights cross. But if you want to pinn a squad, then go for Skrekly and give them Dp-28s. Also, focus on making outpost to keep high value units like the command squad and Guards infantry alive, they are needed at all cost. And do not use the Command squad's artillery strike on a group of infantry unless you have them in a corner or in a urban environment, the flares warn the player to retreat his units.
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outposts are very usefull...
also, t90 owns inf...
also, the heavy mortars are OP... So Use Them!
Yeah right...the heavy mortar are OP because they cost 350MP and can't be re-manned once you lose them?...real OP!
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personaly this is one of my favorite things to do with soviets to get the uperhand...
Use breakthrough doctrine and get tank riders ASAP
It is a good way to get cheap T34s (with some infantry on them as a bonus). Can give you an uperhand early ingame, so use em!
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Here is my typical strategy for a 1,000 VP or Annihilation game.
Headquarters -> Command Squad -> Ingenery -> Build Mustering Tent
Spam Conscripts. Cap territory with Conscripts and Command Squad. Always support Command Squad with Conscripts.
If large map with abundant fuel:
Tech directly to Russian Tank Hall -> T-90 -> T-90
Spam Strelky instead of Conscripts. Defend VP's and/or support infantry with T-90's.
Build Armoury -> Red Banner Strelky upgrade ("Sprint" upgrade if playing offensively, "Stand Your Ground" upgrade if playing defensively) -> SU-100 upgrade -> Sturmovie Ingenery upgrade
Defend VP's with SU-100's and Red Banner Strelky. Make sure to keep tanks back behind infantry to defend against Pak 38's.
If small map with limited fuel:
Tech to Soviet Support Barracks -> Sharpshooter Team
Spam Strelky instead of Conscripts.
Build Armoury -> Red Banner Strelky upgrade ("Sprint" upgrade if playing offensively, "Stand Your Ground" upgrade if playing defensively) -> ZiS-2 upgrade -> Sturmovie Ingenery upgrade
Defend VP's with ZiS-2's and Red Banner Strelky.
Artillery Firebase -> Artillery Firebase
Constantly pound enemy base with artillery. Alternate between firebases to maintain constant shelling.