Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Strategy and Tactics => Topic started by: panzerjager1943 on February 03, 2010, 05:22:38 PM
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Situation:
1x Tank Gaurd squad
1x Any Wehrmacht squad, any vet level
After having an online game where a single Tank Gaurd squad charged through the open and stomped my Vet 3 Knight's Cross who were defending in Green, I decided to test them using Cheatmod.
Tank Gaurds can not only beat KCH Vet3 in Green, but they also demolish Grenadiers Vet3 in Green with 2x LMG42.
They can't beat Panzer Elite MP44 4-man Squads in Green.
So any tips for Wehrmacht Infantry to 1vs1 a Tank Gaurd squad? Or do I need Snipers and other heavy support to defeat a single Infantry unit with Infantry?
Edit: Stormtroopers with 4x MP44 can do the job. But they're doctrine-specific. Would still appreciate strategies for normal units.
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it would be nice to know. i have only been able to do it with 2 snipers.
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Flame. While I've been on the giving end of the spectrum, my Guards always had problems when hit with Flame (as long as I didn't micro vs V3 Pio).
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Tank Guards have low health, so best bet would be a Vet. 3 Volks squad with Mp40 along with a Grenadier w/ 2 Mg-42 or a KCH. You can suppress units if you have enough guns firing on them, and with the Volks squad you can go overkill and use a Panzerfaust on them.
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i din't think tank gaurds could be supressed. Except the KCS worked rather well as long as you keep them in cover which can be a pain because they always want to run right into the enemy.
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Tank Guards have low health, so best bet would be a Vet. 3 Volks squad with Mp40 along with a Grenadier w/ 2 Mg-42 or a KCH.
Tank Gaurds have 4 men each 110 health AND Soldier Armour.
That's not low. That's much better than even Vet 3 Grenadiers. Let alone they all have SMG.
They squash anything that doesn't have 4x MP44 or FG42 and Green Cover.
and with the Volks squad you can go overkill and use a Panzerfaust on them.
Huh? Waste 35 munitions to have a 25% chance of hitting them and merely damaging them even with that hit. (Panzerfaust does 75 damage to Infantry.) Doesn't sound like a good bargain.
Flame. While I've been on the giving end of the spectrum, my Guards always had problems when hit with Flame (as long as I didn't micro vs V3 Pio).
Sounds like something worth trying. They use Soldier armour so they take 1.0 damage from Flamethrowers, meaning they only have 110 health - this is still extremely high, but not as high as it is vs. Rifle units. Against standard Rifles they have the equivalent of 145 hitpoints EACH.
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Where and how did you get a working 2.601 Cheat mod?
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From BuckyBoy's site. Implementing it into other mods is fairly simple, it just required some extra coding on my behalf.
http://forum.1337coh.com/showthread.php?t=122 (http://forum.1337coh.com/showthread.php?t=122)
If you want to use it in Eastern Front mod you will have to go through more-than-usual effort of adding a new Race into the SCAR, rather than just adding units. Obviously it doesn't work online, so if you add it in there you'll either need to delete it, or use a backup.
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Wow, didn't realise the dl link said 2.601, was always put off by the fact the title said 2.501... Thanks heaps btw been trying to find this for ages
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Anything made for 2.500 and up works with 2.601.
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Solutions:
PE: G43s
Wehr: Flame
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Vet3 Volks+Mp40 and/or Vet3 Pios+Flames.
Those 2 units could also build some defences which could be usefull too: barbwire (both), mines (pios).
MG42 even if not suppress them will do some significant damage too, best if hiding iside a building.
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Halftracks, Scout cars, Pumas. that sort of thing.
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Pumas/Flames/Vet 2+ Snipers are good VS Tank Guards. They can not be supressed, so LMG Grens and MG42 teams arn't as effective as they are VS others.
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I would suggest luring them out of cover/into negative cover and use a unit with a fast rate of fire (MP40 Volks, MG, Stormtroopers MP44)
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the simple tactic of using basic infantry to pin the guards in place then using mortar or heavy machine guns to grind them down.
If they rush past the infantry to flank then at the very least you've forced the opponent to micromanage.
Alternatively use pioneers basic as bait. leave your heavier elements at the back to hammer any mistakes made.
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Umm ok. Nice to know...