Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Strategy and Tactics => Topic started by: Mattdamon07 on July 18, 2011, 05:13:16 AM

Title: Combat situations
Post by: Mattdamon07 on July 18, 2011, 05:13:16 AM
Just post some tatics, etc for certain in-game combat situations, like problem solving, or even something cunning to do.
Title: Re: Combat situations
Post by: GodlikeDennis on July 18, 2011, 06:10:01 AM
This thread's pretty general isn't it? One of the tactics I use is moving my troops to cover :P.

Seriously, I guess I like to place demo traps on neutral buildings and blow them when enemies walk past or when they get in. A demo trap will always kill every man inside the target building. Guaranteed squad kill. (That's engineer/sapper/partisan demos btw, not commandos).
Title: Re: Combat situations
Post by: Paciat on July 18, 2011, 07:34:24 AM
Seriously, I guess I like to place demo traps on neutral buildings and blow them when enemies walk past or when they get in. A demo trap will always kill every man inside the target building. Guaranteed squad kill. (That's engineer/sapper/partisan demos btw, not commandos).
Side note.
2.602 made demo traps detectable.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on July 18, 2011, 12:52:27 PM
Stupid note: "Why you can't defuse demo charges?"
Title: Re: Combat situations
Post by: Killar on July 18, 2011, 12:59:10 PM
Stupid note: "Why you can't defuse demo charges?"
Because you can blow the mine sweeping team to hell when it tryes to defuse your demo^^
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on July 18, 2011, 01:43:49 PM
Na if you attack somewhere else you might be able to defuse it and demo teams are cheap :P.
Title: Re: Combat situations
Post by: Paciat on July 18, 2011, 01:58:17 PM
Na if you attack somewhere else you might be able to defuse it and demo teams are cheap :P.
Its funny how we think defusing = cutting cables. Real Sappers defuse explosives by blowing them up... at a safe place. Things dont explode twice.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on July 18, 2011, 03:22:21 PM
Na if you attack somewhere else you might be able to defuse it and demo teams are cheap :P.
Its funny how we think defusing = cutting cables. Real Sappers defuse explosives by blowing them up... at a safe place. Things dont explode twice.

Would be quiet funny if the player has to keep a unit in the near of the bridge to blow it up :D.
Title: Re: Combat situations
Post by: Mr. Someguy on July 18, 2011, 06:35:42 PM
I did a funny one recently, democharged a bridge, then tank trapped and wired almost all the way over it, left a tiny gap though near one of the charges, where I placed some land mines.

Enemy Infantry ran right into it.   8)

I'd do that more often if it weren't so over elaborate with (most likely) little pay-off.
Title: Re: Combat situations
Post by: Mattdamon07 on July 20, 2011, 01:46:45 PM
i thinkn goliaths are good also stressess out the allies when they try to cross bridge they can do nothing except run away and they shot at which is stupid unless you are very distant
Title: Re: Combat situations
Post by: Otto Halfhand on July 21, 2011, 03:28:59 AM
Do you know of anyway to neutralize or minimize damage at least when dealing with boobytrapped SPs?
Title: Re: Combat situations
Post by: GodlikeDennis on July 21, 2011, 05:42:24 AM
Move to the point. Begin capturing. Immediately give a move order to the other side of the point. Continue capturing. This can be countered a little by the PE player by laying wire (requires roadblocks) in an X or across the SP. He must move backward or retreat rather than just move across the point and continue capping. Either way it delays the cap a little more.

Booby trap SPs aren't that useful in high level play. Building booby traps are a little more useful since they're far more difficult to avoid. The ketty trap is completely useless.
Title: Re: Combat situations
Post by: Cranialwizard on July 21, 2011, 06:07:45 AM
Move to the point. Begin capturing. Immediately give a move order to the other side of the point. Continue capturing. This can be countered a little by the PE player by laying wire (requires roadblocks) in an X or across the SP. He must move backward or retreat rather than just move across the point and continue capping. Either way it delays the cap a little more.

Booby trap SPs aren't that useful in high level play. Building booby traps are a little more useful since they're far more difficult to avoid. The ketty trap is completely useless.

You can make makeshift building traps as wehr by placing mines near doors of commonly used buildings. I always laugh at the fool who tries to put the MG in the north-west building of Stuzdorf, that's one of the most commonly used buildings of all time...and they get a faceful of mine :D
Title: Re: Combat situations
Post by: Seeme on July 26, 2011, 12:39:19 AM
And still Survive with 1 person with 1 hp left. ;D
Title: Re: Combat situations
Post by: Pac-Fish on July 29, 2011, 01:48:10 AM
Can you like throw a grenade or a satchel charge at a demo charge to blow it up in the game like Paciat descibed ;D?
Title: Re: Combat situations
Post by: pariah on July 29, 2011, 02:15:25 AM
I would assume so. I haven't tried it though, because the A.I. doesn't place Demo Charges.

Do Demo Charges have health?
Title: Re: Combat situations
Post by: Seeme on July 29, 2011, 07:56:17 PM
I think so. Whenever I find one, I get infantry to shot it until it blows.
Title: Re: Combat situations
Post by: Mattdamon07 on July 30, 2011, 03:35:06 PM
suicide pioneers will do it!
Title: Re: Combat situations
Post by: pariah on July 30, 2011, 04:26:21 PM
Haha, just like a jack-in-the-box. ;D
Title: Re: Combat situations
Post by: FOXYJAGER on August 12, 2011, 06:15:12 AM
Can some tell me why I couldn't but demos on my trenches playing as the RMC. I had marine sappers with a disposal kit and tried to rig my trench so Yauz's Inf would go in and I'd blow it up.(srry Yauz ;D) plz post
Title: Re: Combat situations
Post by: Chancellor on August 12, 2011, 06:23:12 AM
lol...Use doctrine Commandos, and place the demo right in front of the trench.  If the Axis player does not pay attention, you can wipe the whole squad, although if he does pay attention he will be able to target the demo and kill it safely.  I think doctrine Commandos are the only Brit unit that can place demo anywhere.

Although ever since 2.602 increased the detection range of Commando demos to a reasonable range, this trick won't work on me mate.   :P
Title: Re: Combat situations
Post by: GodlikeDennis on August 12, 2011, 06:23:51 AM
Nah, put the demo charge IN the trench.
Title: Re: Combat situations
Post by: Chancellor on August 12, 2011, 06:25:57 AM
Nah, put the demo charge IN the trench.

Wow wtf...you can do that?  I've never seen this shit before.  Is the demo in the trench detectable before you get in?
Title: Re: Combat situations
Post by: GodlikeDennis on August 12, 2011, 06:27:54 AM
Only if you move past it. If you give the order to get in, you can't stop getting in after you detect it so it's pretty likely your squad will die.
Title: Re: Combat situations
Post by: Chancellor on August 12, 2011, 06:28:58 AM
What do you mean move past it?  Is the detectable range the same as demos placed out in the open?
Title: Re: Combat situations
Post by: GodlikeDennis on August 12, 2011, 06:30:00 AM
Yeah. So as long as you don't give an order to actually move into the trench, you can detect it normally. Otherwise, you're squad will try to get in and you can't stop them.
Title: Re: Combat situations
Post by: Chancellor on August 12, 2011, 06:31:45 AM
Yea no biggie then.  It might be annoying to target a demo that's INSIDE a trench though.  I think I'd have to move the camera to an eagle view to get the mouse to register.
Title: Re: Combat situations
Post by: Blackbishop on August 12, 2011, 06:37:26 AM
Sappers' demo charges cannot be placed on trenches, neither for CW nor RMC.
Title: Re: Combat situations
Post by: FOXYJAGER on August 12, 2011, 04:29:09 PM
thx guys for telling me about the demos.Another thing though,I killed a kingtiger yesterday and squad jumped out of it callled kingtiger crew? What is the purpose of them.
Title: Re: Combat situations
Post by: Pac-Fish on August 12, 2011, 04:48:31 PM
Its sorta an easter egg XD. Each of the crew members have a name lol.

BTW: If you have PE scorched earth, you can booby trap trenches. Tommies walk in, they run out burning ^^.
Title: Re: Combat situations
Post by: Blackbishop on August 12, 2011, 05:12:20 PM
@FOXYJAGER
King Tiger is fine afaik. Jagdpanther is the one who has that "feature".
Title: Re: Combat situations
Post by: Headlock on August 27, 2011, 02:27:01 AM
Its sorta an easter egg XD. Each of the crew members have a name lol.

BTW: If you have PE scorched earth, you can booby trap trenches. Tommies walk in, they run out burning ^^.

Well well well. Everyday you learn something new! I'm PE always, good to know a new trick to winkle out those damn britishers.
Title: Re: Combat situations
Post by: Pac-Fish on September 04, 2011, 07:51:19 PM
I have a Q but figured I shouldn't start a new thread for it.

Lets say you have rifleman and they ave begun to engage a squad of grenadiers. Your rifleman are in green cover and the grenadiers are in yellow. However they are at long distance. If you move your rifleman up they will have to use yellow cover and forgo their green cover. Do you advance towrds the grenadiers or stick to green cover ???
Title: Re: Combat situations
Post by: cephalos on September 04, 2011, 08:01:46 PM
Advance. Rifles get insane when at close combat.
Title: Re: Combat situations
Post by: Pac-Fish on September 04, 2011, 08:05:12 PM
Why is that? Do grenadiers and volks lose accuracy at close range?
Title: Re: Combat situations
Post by: Chancellor on September 04, 2011, 09:51:56 PM
Why is that? Do grenadiers and volks lose accuracy at close range?

No, both M1 Garands and Kar 98ks get deadlier at close range, its just that M1 Garands happen to be better at that range.  Its the same with BARs.  BARs do more damage than the M1 Garand at all ranges, but at close range, the difference in damage is a lot bigger than at long range.

However, if Wehrmacht vet is included, it is not wise to charge a Vet 2 Grenadier with riflemen, even BARed, unless they also have their own vet.  A vet 0 BAR rifleman will lose to a vet 2 grenadier at all ranges, even in equal cover.  Don't even think of charging those grenadiers in green if they are vet 2.
Title: Re: Combat situations
Post by: Mad hatters in jeans on September 04, 2011, 10:39:44 PM
i heard of one nasty trick with the PE AT mines, due to their huge explosion, place an ordinary mine right next to that. as the smaller one is detonated that larger one is too increasing damage. (not sure if this has been changed in recent patch though)

I know sometimes tanks can be prevented from moving past unmanned AT guns, so if they're intact when their crew is killed you got a nice tank blocker. only really useful on maps with bottlenecks though. (duh)

then there's the less abusive mechanic tactics. like approaching tanks with a large gun and slow reload time, move a "disposable" unit in it's sight moments before a squad with AT weapon. flank vehicle, circle or whatever and watch the hilarity unfold.

the old fashioned but effective one vs PE base defence, a molotov or snipers to kill the crew then man the weapon yourself (if you feel like beeing a total jackass i guess you could mine the weapon too)
Title: Re: Combat situations
Post by: Pac-Fish on September 04, 2011, 11:00:58 PM
I think the teller mine and regular mine thing still works. Just stack them on top :P. Mine sandwhich. ;D

Another Q. Lets say I have a PG squad wth either MP44 or G43, doesn't really matter. And I come across a bren gun or a BAR. Should I pick it up? Will it decrease the squads fire power? For example if the MP44 squad picks it up will it lose combat effectiveness at close range?
Title: Re: Combat situations
Post by: Chancellor on September 04, 2011, 11:13:29 PM
Pick up any infantry dropped automatic weapons with G43s, since anything is better than the shitty Kar 98k the 3rd guy is holding.  Never pick up anything with MP44 troops.

There's also the trick vs M8 / T17s.  If you only have a PAK and no shrecks or munis for panzerfausts to fend off circlestrafing, use a volks squad on the retreat to block the pathing of the M8 / T17 and use the PAK to shoot it down while it's stuck in between retreating volks.
Title: Re: Combat situations
Post by: Mattdamon07 on September 04, 2011, 11:49:18 PM
i heard of one nasty trick with the PE AT mines, due to their huge explosion, place an ordinary mine right next to that. as the smaller one is detonated that larger one is too increasing damage. (not sure if this has been changed in recent patch though)

i do this all the time, still works. for PE u need TD tatics and a schimwagon to do the trick
Title: Re: Combat situations
Post by: Pac-Fish on September 05, 2011, 02:06:08 AM
What range do Bren Tommies work best at ???. I always thought it was med-long but in one multiplayer game the guy rushed close with them and did significant dmg. Maybe it was b/c he had another squad but IDK.
Title: Re: Combat situations
Post by: GodlikeDennis on September 05, 2011, 05:22:37 AM
As said previously, all weapons are better as the range decreases. Brens are one of those weapons, like BARs or FG42s, that are pretty good at all ranges because they are usually better than specialised weapons at all these ranges. Example, Brens at long range are better than K98s that volks wield. However, at short range, they are roughly equal to MP40s (very good weapons) so are powerful here too. Therefore, short range makes you do more damage but also leaves you more vulnerable when you charge and they can't fire while moving. It's up to you how to play your Bren Tommies.

Picking up extra weapons with G43s is advisable. Picking up weapons with MP44s won't matter, the MP44s will always be used by the squad. This can be used to deny the enemy the weapons if you only have MP44 troops.
Title: Re: Combat situations
Post by: Chancellor on September 05, 2011, 05:31:40 AM
Picking up weapons with MP44s won't matter, the MP44s will always be used by the squad.

It does matter.  For example on BARs, KCH use them right away, and PE Assault Troops use them after reenforce.
Title: Re: Combat situations
Post by: Pac-Fish on September 05, 2011, 05:33:25 AM
TY for the advice. Another Q :P. I know G43 improves long range combat but do they actually add anything else to the PG squad combat effectiveness? Does rate of fire actually go up b/c if Im correct the PG act like its a bolt action weapon :P or at least the animation does. Should I upgrade them if Im floating a few muni or just wait for MP44 ???
Title: Re: Combat situations
Post by: Chancellor on September 05, 2011, 05:40:55 AM
In 2.602, G43s are rape cannons, especially if you went T2 with mortar HT support.  They fire faster than the Kar98k, and according to Dennis, they suffer less penalties against elite (Rangers) and soldier (Brit) armor and also troops in cover.  MP44s really require specific infantry upgrades such as Group Zeal and especially 4-man squads to function well, while G43s are fine with normal 3-man PG squads and can also pick up extra weapons without fear of those weapons hindering the squad's attack power.

Most importantly, PGs are fragile as hell, despite their soldier armor.  Its safer to let them blast away spread out in cover with G43s than make them charge in the open with MP44 blobs that are very vulnerable to artillery and strafe.  So unless you plan to invest heavily in infantry upgrades, or its a 2v2 and you have a specific build you and your partner go, there's no need to hesitate from G43s.
Title: Re: Combat situations
Post by: Pac-Fish on September 05, 2011, 06:20:29 AM
Thx Yauz. Another Q :P. In a 1vs1 fight which is the best to worse? Bren carrier, Jeep, Motorcycle, or Scout Car?
Title: Re: Combat situations
Post by: GodlikeDennis on September 05, 2011, 07:45:26 AM
Dunno about against each other, but in general usefulness (IMO):

Bren>Scout Car>Bike>Schwimm>Jeep
Title: Re: Combat situations
Post by: Pac-Fish on September 05, 2011, 08:22:44 AM
How do you counter snipers as Brit? Charge your Bren carrier in ??? I tried using recon section by my opponent keep kiting me and had pios and bike defending it >:(.

Another Q. An ealier thread started by pariah(who seems to be gone :-X) disscussed piospam against Brits. However it didn't really cover how to counter it. So I ask how do you counter piospam? It's a bit annoying :-\
Title: Re: Combat situations
Post by: GodlikeDennis on September 05, 2011, 09:13:19 AM
Against piospam you have to try your best to counter cap as best you can, or else the swarm of pios will cap the map from under you. Against the actual units you must use all your units to focus fire flamer squads and go for the squad kills as much as possible. Use a vickers Bren carrier to help suppress the pios at long range. Even a second upgunned carrier can help quite a bit.

Against well microed/protected snipers, you can try putting a recon section in a bren and charging it in.
Title: Re: Combat situations
Post by: Chancellor on September 05, 2011, 09:16:04 AM
Well I don't play Brits a lot, and rightly so, but I'll try to answer your question as best as possible.  To counter Wehr sniper as Brit, use the Recon squad in Bren carrier.  But don't do any risky move with the bren if he has a bike, since are actually a huge bren carrier deterrent.

To counter piospam, just use dual upgunned Bren carriers and keep kiting with those, and then rush Stuarts.  Recon snipe any flamer squads that are down to one man; its definitely worth it since its only 35 munitions compared to 50 for his flamer, and Brits get higher resource income anyways.

EDIT: lol GLD beat me to the punch, seems he posted 2 seconds before me.
Title: Re: Combat situations
Post by: Pac-Fish on September 05, 2011, 09:36:35 AM
Thanks for the advice guys :D. Can Recon tommies detect snipers or no? And I didn't know you could snipe in the bren carrier :P I dont normally play Brit. Its just automatch keeps making me Brit >:(

Another Q(Yes I know. I've been asking ALOT). When rifleman use surpressive fire, do they have reduced dmg like when PG use surpressive volley? If so then I'm going to have to bring more rifleman to the fight :-X ;D.

Also when the Sherman buys the .50 cal upgrade, you will notice a wall of sand bags suddenly appear on it :P. When the gunner is killed the bags dissapear :(. Do those sand bags on the Sherman actually help it take less dmg or is it just for show ???

In addition when the crab flail is purchased the stats go up next to the image. Does the flail actually help it or is it just good for mine detail and running kraut ass over ;D
Title: Re: Combat situations
Post by: GodlikeDennis on September 05, 2011, 02:41:17 PM
Recon sections have quite good detection radii and this works even in the bren I think. You can't snipe from it though, you must get out to do that.

Riflemen lose a lot accuracy when they use suppressive fire but fire faster and deal more suppression. Suppressive fire usually lowers damage output but against light vehicles (PE) it can actually INCREASE firepower in some instances, due to the accuracy not mattering. Shots will scatter but still hit the large vehicle hitbox.

Sherman sandbags are visual effect only. The crab mine flail only does what you see - clears mines and shreds Jerries. The stats on the UI are meaningless.
Title: Re: Combat situations
Post by: Dann88 on September 05, 2011, 05:22:53 PM
@GodLikeDennis: in your previous post, you wrote bike is better than Schwimm. Can you tell me why please, since I usually use schwimm than bike.
Title: Re: Combat situations
Post by: GodlikeDennis on September 05, 2011, 05:48:11 PM
Bike is much cheaper and more disposable, for the same firepower and sniper hunting/infantry pushing/scouting utility. Schwimm has more health but it's not justified by the higher cost IMO. Especially as neither of them will survive real AT and a microed bike shouldn't be lost too easily anyway early game before this shows up. Schwimm's only good point IMO is the reverse capability but good micro can render this pointless with the bike anyway.
Title: Re: Combat situations
Post by: Dann88 on September 05, 2011, 07:11:41 PM
With hp of the bike, will it can withstand 2 hit of AT then die?
Title: Re: Combat situations
Post by: Pac-Fish on September 05, 2011, 08:58:45 PM
No. Neither will any of the light vechicles like jeep or ketten :(. It takes 1 hit but its unlikely to hit if you keep moving I think ???

Another Q: I've always considered Rangers to be kinda crappy with their high cost and inability to kill armor :(. But apprently they are good at killing infantry with their thompsons. With that said is it a good idea to charge them at Volks with MP40 or Storms with MP44?
In fact, is it a good idea to even charge them against vet infantry(like Vet 2 Grenadiers with MG42 perhaps).
Title: Re: Combat situations
Post by: Chancellor on September 05, 2011, 09:51:46 PM
Against grenadiers with any vet, charge or die, since their weapons are meant for long range and Thompsons are meant for short range.

Against MP40 volks and MP44 troops, never charge them unless they are somehow at a disadvantage (less than full health, etc).  MP40s and MP44s also suck at long range, so no side will really be in serious danger if you keep at range.
Title: Re: Combat situations
Post by: Pac-Fish on September 06, 2011, 12:42:02 AM
LOL they will be firing and missing for a very long time ;D. Another Q although this is a bit more personal preference I guess. How many snipers should you get. I always thought 1 but I see people post they they get more ??? so Im just curious. I know it help vs Infantry spam but so does an mg :P.

Also as Wher, what do you reccomend making first: MG or Volks ??? This is also a bit of a personal Q but I'd like to know what you guys do anywho :D
Title: Re: Combat situations
Post by: Cranialwizard on September 06, 2011, 01:02:22 AM
LOL they will be firing and missing for a very long time ;D. Another Q although this is a bit more personal preference I guess. How many snipers should you get. I always thought 1 but I see people post they they get more ??? so Im just curious. I know it help vs Infantry spam but so does an mg :P.

Also as Wher, what do you reccomend making first: MG or Volks ??? This is also a bit of a personal Q but I'd like to know what you guys do anywho :D

Going MG first is always risky unless you're doing a heavy support strat with Pios...which is also risky. Go Volks first.
Title: Re: Combat situations
Post by: GodlikeDennis on September 06, 2011, 04:38:56 AM
I get loads of snipers. It depends on the enemy strat. Usually 2-3 is required to break a good grenspam. Even more against a PG spam or seriously angry grenspam. 2 Wehr snipers can shred a rifle squad and render flame engies useless.
Title: Re: Combat situations
Post by: Pac-Fish on September 06, 2011, 05:09:19 AM
TY. So Im assuming I should make like 2-3 snipers :P?

Anyways I have another Q. However this one is a bit...unique. It seems as though I kinda suck at the map Langres. I've played 4 PvP game on Langres ranging from low lvl(lvl 3) to fairly high lvl(lvl 12 I think). I always seem to lose >:(. I thought it was b/c they were very skilled so I tried playing against a comp and couldn't even secure 2 VP's :o. I basically always get my ass kicked on Langres :'(.

So I'd like to know how to play well on Langres :P. But mostly I'd like some simple tips specifically for Langres :P
Title: Re: Combat situations
Post by: Pauly3 on September 06, 2011, 11:51:17 AM
Use wire to secure flanks
place lots of mines
be wary of AT guns cause langres is a great map for those pesky things
learn the best flanks
there is a huge guide on GR (gamereplays) read and you will become a way better 1vs1 player
Title: Re: Combat situations
Post by: Mattdamon07 on September 06, 2011, 02:23:31 PM
he is a tip for axis players on vire river

1. if PE always go luftwaffe and rush at the start with the luft inf get halftracks for support, the nbuild flaks on the other side to secure a position and then rush their base with halftrack+tankbustersx2

2. if playing a britsh, they will always try to rush with brens and then build mgs,mortars ect. to prevent this either get to the bridge first and build tank traps or get grens with paks and destroy their forward base.

3. do not ever rely on tanks, go for arty, especially the stuka, they r good at destroying anything even tanks when en mass. tanks are cannon fodder on this map.

4. always try to get to the middle and secure it, it will matter in late game since pop cap.

5. Dorctines- either go for defense or terror. defense u will get flak, but beware of snipers always keep inf reserves and u get the rocket barrage and other goodies.
Terror- u get the fire storm. sneak a sniper over the other side and call in fire storms or guide ur stukas to get crucial targets this will stress the other player and may cause him to lose concertration to the main battle, this gives u time to attack in full force.

6. if player against either airborne or Royal commandos get ostwinds/wirbelwind and some vetted grens with Lmgx2. because they will always try to get u off guard by landing in ur territory and wreck havoc.


Title: Re: Combat situations
Post by: Pac-Fish on September 06, 2011, 09:13:13 PM
Thx Pauly3. I have another Q. How do you get rid of an MG quickly and efficiently early game. The typical counter would be flamers but you dont have the munitions early on :( and since they are usually in a building over looking a strategic location, its tough. What makes it worse is the fact Wher have acces to MG from the get go :(

I tried running around the building with rifleman so it couldn't fire on me :P but his volks were nearby and killing my guys 1 by 1 >:(. I didn't even attempt to flank b/c I didn't really see a point in flanking a....building? And it took me a while to get mortars and when I did his mortars, motorcycles, and snipers harrased it alot >:(.
Title: Re: Combat situations
Post by: FOXYJAGER on September 07, 2011, 01:14:48 AM
I know this isn't a situation but do u guys always use the same doc for every faction every time u play because your good at that doc or do u chose based on the enemy's moves .because i normally play team games and do Wat ever is a good combo but during 1v1s  Wat do u do because i can never really get good at all the docs overall because I'm always switching on and off and having to fig new strats.

SU i always go urban now because i like the 1.51 ver(got to buff street fighting though)
 
Ameri i go Armor most of the time because i like mass production and the t17

Wher i always go blitz because its a great inf stopper because of the stuh42

PE I'm not good at and never play in pvps enless I'm praticing

RMC Arty for team games and Engineer for 1v1

vbrit never really play them because I'm always on EF but normally engineers
Title: Re: Combat situations
Post by: Pac-Fish on September 07, 2011, 03:54:43 AM
IMO it depends on your gameplay style and the situation.
Title: Re: Combat situations
Post by: GodlikeDennis on September 07, 2011, 04:30:16 AM
I usually base my doc off how best to counter an enemy strat. This is true for all my factions except Wehr, where I go the doc that best fits with my build order. If I'm beating someone already, I usually go a doc that will help deal with an unexpected shock unit (like Hetzer etc.) so that I will keep the advantage.
Title: Re: Combat situations
Post by: Spieel on September 07, 2011, 08:46:35 AM
Thx Pauly3. I have another Q. How do you get rid of an MG quickly and efficiently early game. The typical counter would be flamers but you dont have the munitions early on :( and since they are usually in a building over looking a strategic location, its tough. What makes it worse is the fact Wher have acces to MG from the get go :(

I tried running around the building with rifleman so it couldn't fire on me :P but his volks were nearby and killing my guys 1 by 1 >:(. I didn't even attempt to flank b/c I didn't really see a point in flanking a....building? And it took me a while to get mortars and when I did his mortars, motorcycles, and snipers harrased it alot >:(.

Flanking does help, for instance last night I got a wher mg in a building on langres, I send two rifle men sqauds(one on each side of the building) to draw the fire, then send a flamer from the front since his mg was firing on my 1st rifles, and the supporting enemy squads as well. the flamer got the mg down to one man and had to retreat. But my 2nd rifles was able to finish it, before it could switch windows or get support.
Title: Re: Combat situations
Post by: Pac-Fish on September 07, 2011, 05:16:58 PM
Thx Pauly3. I have another Q. How do you get rid of an MG quickly and efficiently early game. The typical counter would be flamers but you dont have the munitions early on :( and since they are usually in a building over looking a strategic location, its tough. What makes it worse is the fact Wher have acces to MG from the get go :(

I tried running around the building with rifleman so it couldn't fire on me :P but his volks were nearby and killing my guys 1 by 1 >:(. I didn't even attempt to flank b/c I didn't really see a point in flanking a....building? And it took me a while to get mortars and when I did his mortars, motorcycles, and snipers harrased it alot >:(.

Flanking does help, for instance last night I got a wher mg in a building on langres, I send two rifle men sqauds(one on each side of the building) to draw the fire, then send a flamer from the front since his mg was firing on my 1st rifles, and the supporting enemy squads as well. the flamer got the mg down to one man and had to retreat. But my 2nd rifles was able to finish it, before it could switch windows or get support.

But what about early on when you have no muni or later in the game when your out of muni ???
Title: Re: Combat situations
Post by: Spieel on September 07, 2011, 07:12:34 PM
I always try having one or two flamers all game, usually one of my first upgrades.
Rifles firing from two sides should help as well. On most maps it should be possible to cap around this. So then just harass other parts and wait for a flamer.
Title: Re: Combat situations
Post by: Mr.ious.Q on September 09, 2011, 06:03:42 AM
Guys, what can you do if you are a playing as British and your Wehr opponent spam pios in the early game and equipped most of them with flammers ? Really, i saw players who skipped the Quarter and go straight for Krieg Barrack but he spammed...a lot pios. They used them to capping points but sometime blobbed them in early game and it's a major threat to my Universal carrier and Infantry Section.
Title: Re: Combat situations
Post by: Pac-Fish on September 09, 2011, 07:37:36 AM
This was already answered in the previous page ::).

Another Q: What is the difference b/w the Hetzer and the Jagdpanzer IV when both are unupgraded? Looks and performs the same 2 me :P

Also whats the diff b/w the regular Tiger and the Tiger ace? More armor? Damage? Should I use it like any other Tiger?
Title: Re: Combat situations
Post by: GodlikeDennis on September 09, 2011, 10:35:49 AM
Tiger Ace is essentially a vet3 Tiger with +50% speed as well.

JP4 is healthier and deals more damage to tanks than the Hetzer IIRC. The Hetzer has ambush, is faster, better against infantry with main cannon and has an MG.
Title: Re: Combat situations
Post by: Pac-Fish on September 11, 2011, 03:07:14 AM
Another Q: Althoug I already had a thread about the Jagdpanther vet some of you had different opinions considering your different game styles. This is true on other forums where some ppl go all def and others go all off :P.

So I would like to know what is generally the best vet combination? Lets say I have no specific plan in mind but I need to vet it up. What do I do ???
Title: Re: Combat situations
Post by: Pauly3 on September 12, 2011, 11:41:11 AM
With high damage units like Marder, Mortar-Ht or the Jagdpanther i tend to go defensive VET because they survive just a few shots and shells more. Their damage already is impressive so i always fell they need more armour. The same goes for STG-44 troops and armoured cars. I am not sure about the Hummel and the Pz.IV.  Maybe GodlikeDennis can help me out there?
Title: Re: Combat situations
Post by: Otto Halfhand on September 12, 2011, 01:13:08 PM
PE infantry vet: In general offensive vet for GR43's and Shreks and  defensive vet for ST44sis the way to go. I usually get one def. vet though for infantry to allow for some health regeneration; ~3.5 regen/ per vet. WM grens get ~10.5 regen at one shot, although I forget which vet level they get it at.

PE indirect fire unit vet: I go offensive vet all the way.

PE light vehicle vet: I like defensive vet in general, for speed and health. If you consider Light Vehicles to be throwaways or use Bergetiger offensive vet is going to deliver more punch.

PE tanks and jagd's vet for me is always based on the current situation.
Title: Re: Combat situations
Post by: GodlikeDennis on September 13, 2011, 05:34:45 AM
Basically what Otto says is what I do. The range is generally what determines it for me. Long range units are generally better with offensive and close range units are better with defensive because they are more likely to get shot, and can use the extra speed and defenses to make them more likely to get into optimum killing range (MP44s, P4s etc.). Tanks I always go defensive (except MarderIII) because the speed and defense boost makes them practically impossible to kill in skilled hands.

Offensive:
G43s
Shreks
Marders
Flak/Nash/Flakvierling
Hummel
MHT
Sometimes ACs

Defensive:
All other tanks/vehicles
Sometimes ACs
MP44s
Title: Re: Combat situations
Post by: Pac-Fish on September 17, 2011, 12:07:57 AM
I wasn't sure where to ask this so I figured here would be appropriate :D.

Why is it when you get kicked from a game it says loss? I got kicked b/c of lag (IMO it was b/c we were winning :P) and it says Classic 2 vs 2 loss confirmed. This is very annoying for me and has happened b4 >:(. Does this happen to anyone else ???
Title: Re: Combat situations
Post by: Dann88 on September 17, 2011, 01:14:56 AM
I just got kicked from a 1vs1 automatch because of lag, I had lower VP (mine 300s, him 400s) than my opponent but have more territories and still got a winning ;D
Really dont know what lose and win condition when kicked base on what, I usually think it's base on VP but now it proved different.
Title: Re: Combat situations
Post by: Tiger 131 on September 17, 2011, 01:35:36 AM
As far as I know its based on a 'trust' or 'honesty' rating that relic keeps on us all based on your conduct, dropping from games etc...

Basically it takes into account each players conduct when a game is arbitrated and awards the more honest player. Don't know if it takes the current state of the game into account.
Title: Re: Combat situations
Post by: GodlikeDennis on September 17, 2011, 04:45:45 AM
Current game doesn't matter. As said, it's based on a hidden "trust" rating with Relic Online. The more games you play without having disputes, the higher this rating.
Title: Re: Combat situations
Post by: Pac-Fish on September 17, 2011, 05:42:06 PM
Thanks guys. I have another Q. Do grenadiers have a noticeably large advantage over rifleman? I ask this b/c of the following situation:

I had a two rifleman squad(1st one had 3 men with 1 shreck, 2nd had 3 men only garand's) and the first squad was in a trench my brit ally made. The gren squad was pretty close (I guess the guy wanted to use the yellow cover in front of the trench :P) and had no vet. Yet I couldn't seems to kill it ???. I threw a grenade and they only lost some health >:(. The fire fight went on for like 30 sec then he ran away with 2 guys. Not retreated, just moved his troops out of range >:(. He took out 2 of my guys but he only lost 2.

So do grenadiers have a distict advantage over rifleman and I shouldn't engage them 1 on 1 ??? Or this sort of an exceptional game and I should continue to engage them 1 on 1 ???

Edit: Oh I should mention there was a PaK gun behind the Grenadiers and later in front with the crew still alive and firing but the grenadiers never had the green cover icon and I told my rifleman to focus fire the Grens. IDK if they listened :P. The PaK crew died after the nade I think. ???
Title: Re: Combat situations
Post by: Mattdamon07 on September 18, 2011, 02:39:09 AM
i think Grens beat Rifleman even with bars,
Title: Re: Combat situations
Post by: GodlikeDennis on September 18, 2011, 03:46:35 AM
Grens are better than rifles. Up close it's even and at range the grens are way better. BARs make the rifles better, and gren vet2 makes the grens better again.
Title: Re: Combat situations
Post by: Cranialwizard on September 18, 2011, 06:43:40 AM
Grens are better than rifles. Up close it's even and at range the grens are way better. BARs make the rifles better, and gren vet2 makes the grens better again.

Sorta debatable up close. The tide seems to run with Rifles more often than grens up close in even cover but I've seen crazy things happen. So yea it is pretty even/random at close range as Rifles are much better at close range than Axis infantry as a whole.
Title: Re: Combat situations
Post by: Pac-Fish on September 18, 2011, 07:31:31 AM
How about Tommie section vs. Grens? Relic never really said what range to use them at. Whuch side gets the larger bonus?

I know both get accuracy plus but does Brits get even better performance than grens up close like rifleman?

This Q obiviusly implies that both have no vet, no special weps, or use of abilites ::)
Title: Re: Combat situations
Post by: GodlikeDennis on September 18, 2011, 10:11:41 AM
Tommies beat grens at all ranges fairly evenly. It's best to sit at long range in cover, with a LT in tow, when facing grens. Lee-Enfield's don't get the same cooldown bonuses that M1 Garands do in short range. They are long range weapons primarily like K98s.
Title: Re: Combat situations
Post by: Cranialwizard on September 18, 2011, 03:45:48 PM
Tommies beat grens at all ranges fairly evenly. It's best to sit at long range in cover, with a LT in tow, when facing grens. Lee-Enfield's don't get the same cooldown bonuses that M1 Garands do in short range. They are long range weapons primarily like K98s.

But still, Vet 2 should turn the tide to Grens. Elite Armor is a powerful bonus for the Grens and at range I think it is not so hard for them to dispatch Tommies without an officer nearby, in a 1v1 of course.

If a Tommies had a Bren then I think it's another tossup between Vet 2 VS Bren. LMG42s on Grens are nice and can suppress with some effort, and may turn the tide again, but risky as only 4 men carry it and snipers/recon squads are dangerous VS the 4 man team. This applies for the shreck too, if you're equipping your Gren/Storm squads with more than one upgrade (Unless it's MP44) then you're much more prone to lose munitions, and enemy squads with your weapons tend to be very angry.
Title: Re: Combat situations
Post by: Pac-Fish on September 18, 2011, 06:03:52 PM
TY. But I have another:

How many Motorbikes does it take to get to the breaking point of a tommie squad?

(Its suppose to sound like the tootsie pop commercial for those of you that don't know why I phrased it like that)

I ask this b/c I saw (or read) somewhere that bikes are effetive vs Brits since they can take out brens and they're fast + cheap + work well with tier 1
Title: Re: Combat situations
Post by: Cranialwizard on September 19, 2011, 04:10:37 AM
TY. But I have another:

How many Motorbikes does it take to get to the breaking point of a tommie squad?

(Its suppose to sound like the tootsie pop commercial for those of you that don't know why I phrased it like that)

I ask this b/c I saw (or read) somewhere that bikes are effetive vs Brits since they can take out brens and they're fast + cheap + work well with tier 1

Bikes are not so reliable in T1 because they lack capping power. Other than that it's a fairly decent investment I suppose, good anti-sniper/Engie harassment device. They are fairly quick to repair when pulled from combat, although this distracts your pios from capping/fighting.

Bikes can match or even destroy Brens which makes them effective VS brits. They can also "Push" enemy squads, which means that it's almost like crushing, only instead of killing the enemy squads you force them to move. This is extremely effective when you want to pin down an enemy squad with an MG42 which is in green cover. Simply use the bike to push them into no cover and tada, your enemy is now eating dirt.

Overall I would rather save for a MG42 then get a Bike. It's a solid investment, but not your first nor second unit outta the T1 building.

As for taking down Tommies? I'd say 3 bikes alone can do the job. 1-2 if you have a Volks/Piospam.
Title: Re: Combat situations
Post by: GodlikeDennis on September 19, 2011, 08:32:39 AM
2 bikes > upgunned Bren carrier.

Never use bikes against tommies though. Brenned tommies eat through bikes like nothing else. I've destroyed 6 bikes with a single Bren tommy squad in a few seconds before.

Bikes can be useful to hunt Brens, LTs and locate/kill enemy emplacements while they're building. In fact, they kill an under-construction emplacement in just a couple bursts.
Title: Re: Combat situations
Post by: Dann88 on September 22, 2011, 05:53:11 PM
Talking about Bren Carrier. How I use it whole match? From what I read from other posts, I was told how to use them early part of the match, but how I use them later? Should I upgrade it? Can LT/Captain provide vet when sit on a Bren? I don't use it much but become more curious after see it too much on CoH lately.
Title: Re: Combat situations
Post by: Pac-Fish on September 23, 2011, 04:41:46 AM
Maybe you can use it to assist in engaging enemy infantry. With the MMG upgrade it can surpress and w/o it it can pin vehicles down with Button ability. Assuming it lives that long :P I tcan hunt don light armored vehicles with the MMG to if you use AP rounds :)
Title: Re: Combat situations
Post by: Pac-Fish on September 25, 2011, 09:56:06 PM
I have a Q. How do you get rid of a sniper if its hiding behind an MG, bike, and there is a volks or MG nearby. I say this b/c I had the unpleaent experience of having to deal with this on Dulciar and his forcess were consolidated on the VP in the middle and near his base :'(. I tried to flank several times but it failed >:(
Title: Re: Combat situations
Post by: Mattdamon07 on September 26, 2011, 03:45:39 AM
mortar barrages with inf support or get light vehicle
Title: Re: Combat situations
Post by: donthateme on September 26, 2011, 03:54:28 AM
I have a Q. How do you get rid of a sniper if its hiding behind an MG, bike, and there is a volks or MG nearby. I say this b/c I had the unpleaent experience of having to deal with this on Dulciar and his forcess were consolidated on the VP in the middle and near his base :'(. I tried to flank several times but it failed >:(

get a sniper-> get ur commissar-> bring ur sniper in position-> use unsurpressable abilitiy from commissar and push like rambo in the area u think the sniper is-> enemy sniper will be decloaked-> snip it... very easy hehe...
Title: Re: Combat situations
Post by: Pac-Fish on September 26, 2011, 04:56:51 AM
I was playing as Amis :P. Not the same thing :P

Anyways I have another Q. How many AT guns should one get. I always feel like I get too little and they die due to strafe. Sometimes I focus more on StuG but that doesn't work sometimes :P. I know this Q is more situational but what should be like the default number ???
Title: Re: Combat situations
Post by: GodlikeDennis on September 26, 2011, 05:37:52 AM
Always at least 2 IMO. Start off with 1 to counter the first M8, then get another pretty much ASAP as long as your infantry is enough to hold him off.
Title: Re: Combat situations
Post by: Pac-Fish on September 26, 2011, 05:46:30 AM
TY. I have another Q. Some ppl say tht some maps favor other factions and some people say that your strating position on a map is a deciding factor as well.  I've heard this argument on both EF and vCOH maps. Is this true or are they just having a hardtime personally ???.

If it is true can you justify your answer as to why a paticular faction or positon may help :P
Title: Re: Combat situations
Post by: GodlikeDennis on September 26, 2011, 06:42:13 AM
Sturz is the classic example of starting position drastically affecting how you play the map. It was extremely imbalanced in the old days but was "fixed" in the most recent patch (but is still a little IMBA). North Sturz had access to FAR more munitions than South, but South had easier access to the fuel points.

Due to the way some factions play differently to others, each map may emphasise these differences depending on its design. Angoville for instance, favours Brits immensely because of the clusters of high resource points on each side. Brits are also immune to cutoffs which is Angoville's main gameplay feature. Ango also slightly favours US over Wehr because of the flank opportunities and cutoff gameplay. Semois slightly favours Wehr because of the undeniable medium fuel outside your base that allows Wehr to tech extremely easily.

Usually skill is much more of a deciding factor in the match than the map anyway. However, sometimes it does come down to the slight nuances in the map that change the outcome.
Title: Re: Combat situations
Post by: Mattdamon07 on September 26, 2011, 12:10:51 PM
dont get PAK unless it is a narrow map, get grens with 2 shrecks with another gren squad. only get PAK if there is a churchill or heavy inf tank. so after u got ur krieg barracks skip to panzer command. sturm is pretty useless to me unless i want to spam nebels.
Title: Re: Combat situations
Post by: GodlikeDennis on September 26, 2011, 03:58:27 PM
Paks are required to defeat M8s. Shreks will never hit a properly microed M8. If you don't see BARs or WSC, you absolutely have to get Pak as first on second Kriegs unit dependent on fuel income of the enemy.
Title: Re: Combat situations
Post by: Cranialwizard on September 26, 2011, 04:12:12 PM
...get grens with 2 shrecks with another gren squad...

Never do that. 2 upgrades on green squads increases the drop rate for those weapons and in vetted allied hands these weapons are extremely lethal. 1 shreck on each squad is better.
Title: Re: Combat situations
Post by: Dann88 on September 26, 2011, 05:12:39 PM
invisible stormtroopers with shrek actually better normal grens shrek right?

Someone please tell me some tips and guides about Semois for every factions please, I'm very suck on that map. Sometime I randomly force to play on that map with random faction even I unsticked it. :(
Title: Re: Combat situations
Post by: Pac-Fish on September 26, 2011, 11:31:34 PM
I am more familiar with this map so I feel I can help stavaka88(unlike Langress :()

With brits you should park you truck on the med points and since they're close it helps too. You can build an MG nest to lock off an area or a mortar on the other side of a river bank to help stop capping :P

With PE I think using you ketten to harass is essential. Same with Ami's and rifleman :P. Their capping spped helps cut off reasources. You can always retreat if things look bad :P. With ketten since there aren't that too many points SE helps. And their roadblocks will insure that you can direct their armor where you want and make them bend to your will >:D

With Ami and wher you can stick your MG's in strategic buildings to cut off areas momentarily. But due to the size of the map expect a flanking attack or an enemy mortar soon. Or a stupid flamer >:(

Use mines in narrow spots that infantry must cross in order to get to you. Like in b/w the gap of a wall or near the VP or near the end of a hedgegrove. The graveyard is good too b/c alot of players like to use it since it offers all around heavy cover.

AT guns on the edges of the main town with the VP helps with Anti tank since it has a clear LOS of any tanks in bound..

Since there are 3 possible ways to attack(left, right, middle) use this to your advantage. Just b/c alot of fighting occurs in the middle doesn't mean thats the only spot to move troops. I had the unfortunte experience of focusing my troops in the middle and 2 StuH's went around the sides and started to blow my buildings up. It was a lesson I'll never forget :'(

Hope I could help ;D. Maybe you should ask an expert though :-\
Title: Re: Combat situations
Post by: Mattdamon07 on September 27, 2011, 02:22:10 AM
yeh i do usually do that with the grens but if u were so keen on having a anti-tank squad u could have to shreks, also 1 shreck each gren is also better because tank or vehicle will take longer in killing the squad without getting damaged.

Title: Re: Combat situations
Post by: GodlikeDennis on September 27, 2011, 05:36:10 AM
Stavka, Stormtrooper shreks are identical to gren shreks.

On Semois, a fast vehicle tech can be very effective due to the undeniable fuel close to your base. OPing this point reasonably early can help you greatly. Nebels are very effective on this map too, so a nebel/Puma/Stug/stormy combination with an OPed fuel can be amazing.

For US vs PE, always fast M18 Hellcat IMO. He will usually prefer a MHT so he can get some anti building and you can counter this easy. Go airborne for strafe while you tech quickly to the Hellcat. Spam flamers too.

US vs Wehr, I favour fast sherman sometimes, since the shot blocking objects make it easy to avoid Paks. Also, infantry doc for off map howitzer and rangers so you eliminate dug in positions that lots of players favour.

PE, spam PGs and fight building to building. Go for P4 if you can get the FU and then Panthers after that.

Sov, heavy mortars, firebase, T34s make this map easy mode.
Title: Re: Combat situations
Post by: Pac-Fish on September 27, 2011, 05:51:00 AM
Is it just me or is the Soviet fire base really inaccurate?. I was on Hochwad Gap(for fun) and I targeted a Wher Quarters the enemy had. The firebase I made was on the other side of the bridge seperating the enemy bases from the main land. So it was pretty close. Not one sheel hit the building directly. Only some splash dmg to it occured. Stupidly enough it destoryed the units far away from the WQ though :P
Title: Re: Combat situations
Post by: GodlikeDennis on September 27, 2011, 07:31:19 AM
The firebase must be targeted differently to other artillery in the game. Whereas other arty scatter all around the targeted location, the firebase targets everything behind it. I made a quick diagram to show what I mean. The one on the left is normal arty, the one on the right being the firebase.
Title: Re: Combat situations
Post by: Pac-Fish on September 27, 2011, 12:06:17 PM
The firebase must be targeted differently to other artillery in the game. Whereas other arty scatter all around the targeted location, the firebase targets everything behind it. I made a quick diagram to show what I mean. The one on the left is normal arty, the one on the right being the firebase.

IMO this should be in that tutorial you guys are making :P. TY for clearing it up :D
Title: Re: Combat situations
Post by: Dann88 on September 27, 2011, 01:11:23 PM
From that I meant is Stormtrooper can camo so they can make sneaky attack. Experienced player always make sure their vehicles aren't in range of the shrek :(

I have another question, what is the detector unit of the Brits? Does the Brits marksmen have same range when he shoot sniper like when he shoot other infantries?
Title: Re: Combat situations
Post by: Mattdamon07 on September 27, 2011, 04:12:02 PM
No, course not, the Brit recon sniper is used manually, has shit range.
Title: Re: Combat situations
Post by: Pac-Fish on September 28, 2011, 12:44:04 AM
Basically anything within its firing range, it can sniper :P
Title: Re: Combat situations
Post by: Sidewinder on September 28, 2011, 02:58:46 AM
Got a question, how on Earth do you stop Ranger spam as PE?

I was playing PE on Red Ball Express for fun, and got annhilated. All of his Rangers had 1 Bazooka and 1 (Can't remember the name, it's good against infantry though) and I couldn't kill them. I got the occasional squad with my Mortar Halftracks and I finished off a couple squads with my Armored Car with proper reverse driving movement, but he just had so many and I couldn't keep my points on my side of the map. My Panzer Grenadiers didn't stand a chance either.
Title: Re: Combat situations
Post by: Pac-Fish on September 28, 2011, 03:18:24 AM
You could:

1: Use Slow ability and MHT to pummel them

2: MP44 spam since its counters elite armor :D

3: PZIV spam. Locked down, they shread through infantry, even with AT >:D

4: Depending on your doc, you could use Hummels and booby traps. Or Wirbelwind. Or Fallschirmjagers. Or emplacements :-\

5: PG spam ???. Masses of them can take on Rangers. Gven that you outnumber them and you keep your proper distances :P. And since he has Infantry doc, dont clump too much cause he has artillery
Title: Re: Combat situations
Post by: Mattdamon07 on September 28, 2011, 06:14:02 AM
get g43 squads, make sure u have muntions and flame grenade and they kill the rangers from long range, one squad slows them/supresses them while the other picks the rangers off and if u want dump a grenade on them
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on September 28, 2011, 10:10:59 AM
Vampires & Goliath. Vampires show you units in a quiet big radius on the minimap so you know where the blob is.
Title: Re: Combat situations
Post by: Pac-Fish on September 28, 2011, 12:20:58 PM
LOL walki1 I like you avatar. Plants vs Zombies ^^

I don't think many players use Vampire :P  Especially not Goliath :P
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on September 28, 2011, 04:21:56 PM
Did you try it on a chokepoint map already?

I.E. Vire River Valley. Place one vampire at every bridge and set them up... You will even see a camoflaged sniper trying to cross on the minimap.
Title: Re: Combat situations
Post by: Dann88 on September 28, 2011, 05:51:08 PM
Someone please tell me effective tatic to counter sniper as Brits, yeah I knew recon squad can deploy marksmen but that's not enough. What I need to know is how to maneuvre units so I can minimum damage and counter snipers effectively. If some tatics depend on specific maps please use 1vs1 mapsas examples.
Thanks, I owe you guys this time.
Title: Re: Combat situations
Post by: Pac-Fish on September 28, 2011, 11:48:09 PM
From what I've been told get a bren carrier and a Recon squad. Charge it. Pray for the best  :P. Or any light vehicle to charge it. Like a stuart is good :P

I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(. Why does everyone seem to consider it a terrible choice?
Title: Re: Combat situations
Post by: Mad hatters in jeans on September 29, 2011, 03:16:47 AM
From what I've been told get a bren carrier and a Recon squad. Charge it. Pray for the best  :P. Or any light vehicle to charge it. Like a stuart is good :P

I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(. Why does everyone seem to consider it a terrible choice?
you just ain't pro enough. easy way to tell if you're pro atm, if you look out your window and it's nighttime when you're reading this you're pro.
or possibly have a sleep disorder. maybe both.
Title: Re: Combat situations
Post by: Pac-Fish on September 29, 2011, 03:23:33 AM
From what I've been told get a bren carrier and a Recon squad. Charge it. Pray for the best  :P. Or any light vehicle to charge it. Like a stuart is good :P

I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(. Why does everyone seem to consider it a terrible choice?
you just ain't pro enough. easy way to tell if you're pro atm, if you look out your window and it's nighttime when you're reading this you're pro.
or possibly have a sleep disorder. maybe both.

Ummmmmm.........are you okay? Anyways can someone else (besides mad hater who seems to be a bit strange 2day) answer my Q
Title: Re: Combat situations
Post by: GodlikeDennis on September 29, 2011, 05:26:46 AM
Stugs are utterly useless against the stronger Soviet tanks. However, a Stug will beat the light tanks, and unupgraded T-34s and KV-1s (assuming a standoff). The problem is that 85mm guns absolutely dominate it, meaning you are forced to tech somewhere else anyway to counter them.
Title: Re: Combat situations
Post by: donthateme on September 29, 2011, 12:18:29 PM
From what I've been told get a bren carrier and a Recon squad. Charge it.
I have a Q. Why is StuG 4 considered so bad vs SU. I mean I lost 2 to a KV-1 and AT gun but that was bad gameplay on my part :'(.

1.) its very popular to upgrade all inf-squads with recon rifle... that way wehr has enormous problems to fight with snipers and must be very carefull since recon-squad can now detect cloaked units also while moving... recon-squad in bren is a classic and nearly works all time.. but good players are laying mines on retreat-path to stop following units chasing snipers
2.) Stug is not a tank, its an assault gun, what means it has a static turret... and thats the main problem. as russ tanks are very fast/mobile, stug is getting problems by getting flanked by russ tanks (even by t70)... imo stug is badest thing u can build as wehr vs russians. they are only usefull in groups and they need at least vet1... in general i think that wehr t3 is pretty lousy against russians.. i only build it when i have absolut map-dominance and enemy had build t2... imo best teching vs russians is still t1, heavy t2, t4 (for panthers)...
Title: Re: Combat situations
Post by: Killar on September 29, 2011, 12:28:34 PM
Nebelwerfer come quite handy vs. Soviet hordes when you are outcapped and get not enough fuel to tech to tier4.
Also Pumas are good vs. soviet infantry. But as AT i would stick to T2 pak and gren schrecks.
Title: Re: Combat situations
Post by: Mattdamon07 on September 30, 2011, 03:38:49 AM
panthers, tigers and tank destroyers will beat the soviet armor. i wouldnt use at inf against soviets much because of the anti-inf the soviets get, only use vetted ones then.
Title: Re: Combat situations
Post by: stealthattack1 on October 01, 2011, 02:12:28 AM
it does seem like soviet has more infantry centered gamplay. and i agree that Germany has more powerful armor. (in most cases) ;)
Title: Re: Combat situations
Post by: Pac-Fish on October 01, 2011, 07:11:30 AM
I have a Q. How do you get rid of MHTs if they are supported by Tank Busters and G43 PG? I cant use Armor and there were 2-3 TB squads and I think 2 G43 squads protecting it so using rifleman wasn't so easy :-\. I don't think I had enough muni for arty strike. I tried rushing it and died :'(. What do I do ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 01, 2011, 07:16:17 AM
As which faction? As US it should be fairly easy to kill it with RR airborne or an M18. Without an ATHT, any vehicle should be able to evade the shreks and at the least, scare the MHT off. If you're Sov and he's clumping infantry around a MHT, build a firebase. A hit will actually instantly kill the MHT and misses should start hitting/forcing retreat on his support.

Also, depending on map, you can use AT guns to effectively take out a MHT if it's firing on something else.
Title: Re: Combat situations
Post by: Pac-Fish on October 01, 2011, 08:13:02 AM
How do you suggest killing it with US? Wont the M18 take time to kill the MHT? By then wont the shreck grens take it out? And wont the airborne be stopped by PG. They have slow ability and MHT can attack it to.

I don't mean to sound mean or anything. Im just wondering how you would solve these problems since IMO those would be the most obvious counters :P
Title: Re: Combat situations
Post by: Sidewinder on October 01, 2011, 08:25:23 AM
How do you suggest killing it with US? Wont the M18 take time to kill the MHT? By then wont the shreck grens take it out? And wont the airborne be stopped by PG. They have slow ability and MHT can attack it to.

I don't mean to sound mean or anything. Im just wondering how you would solve these problems since IMO those would be the most obvious counters :P

I can't think of what a MHT is... It's driving me insane, I just can't think of it.

What's an MHT again?
Title: Re: Combat situations
Post by: GodlikeDennis on October 01, 2011, 08:34:35 AM
As US it's fairly easy to counter the MHT (Mortar Halftrack sidewinder :P). Hellcat will easily kill it VERY fast. Shreks really aren't a threat to any vehicles as long as you avoid them properly. Airborne, fired up, will not be stopped by slow and will kill the MHT quickly too.
Title: Re: Combat situations
Post by: Pac-Fish on October 01, 2011, 09:37:56 AM
As US it's fairly easy to counter the MHT (Mortar Halftrack sidewinder :P). Hellcat will easily kill it VERY fast. Shreks really aren't a threat to any vehicles as long as you avoid them properly. Airborne, fired up, will not be stopped by slow and will kill the MHT quickly too.

TY for clearing that up :P. I thought slow down stopps everything, including fire up. I was under the assumption that slow down brings fire up to walking speed ???
Title: Re: Combat situations
Post by: FOXYJAGER on October 02, 2011, 01:36:49 AM
sidewinder its MOTAR HALFTRACK :P
Title: Re: Combat situations
Post by: Pac-Fish on October 02, 2011, 05:36:00 AM
I have another Q. How many medics come out of a Medic station and how frequently? I built a Medic station once and at some point there were 4 medics but I only built 1 station :P. Also I noticed that when they were killed new ones came out later :o. Is this the same for Wher and Brit med stations ???
Title: Re: Combat situations
Post by: Sidewinder on October 02, 2011, 05:48:56 AM
(Mortar Halftrack sidewinder :P).

Thank you.

sidewinder its MOTAR HALFTRACK :P

Yeah, Dennis told me.

I have another Q. How many medics come out of a Medic station and how frequently? I built a Medic station once and at some point there were 4 medics but I only built 1 station :P. Also I noticed that when they were killed new ones came out later :o. Is this the same for Wher and Brit med stations ???

Uhh, I thought there were only 2 at a time, but when they die they do come back after a while.
Title: Re: Combat situations
Post by: Pac-Fish on October 02, 2011, 05:55:22 AM
I once had a Brt CCS that had around 8-10 medics. I think it was b/c my allies were Brit and their CCS were destroyed and all their medics flocked to mine. But does the same happen to Ami or Wher? And how long till they come back from dead :P
Title: Re: Combat situations
Post by: GodlikeDennis on October 02, 2011, 06:52:15 AM
Each medic station (for every faction) produces 2 medics. If they die, they take around 20-30s to respawn but only to a max of 2. If there is another station within range that is closer to the action, the medics will migrate there, and drop off bodies there. In this way you can have a swarm of medics around a single bunker and can result in very fast collection. If a medic station dies and there is no other station within range, the medics disappear.

Because of the way the medic sharing works, you can build a large network of medic stations that don't need to be in range in order to mass collect. You only need 1 station in range in order for ALL your stations to be able to collect bodies from around it, and deposit them back to the closest station.
Title: Re: Combat situations
Post by: Pac-Fish on October 02, 2011, 09:55:22 AM
Kinda like in C+C where all the supply trucks flock to 1 supply center :P. TY for clearing that up :D
Title: Re: Combat situations
Post by: Mattdamon07 on October 05, 2011, 09:47:46 AM
this thread is getting alot of views :)
Title: Re: Combat situations
Post by: Pac-Fish on October 08, 2011, 02:07:31 AM
This is a more personal Q. But does anyone in more high ranked games(lets say 10+) use the MG bunker upgrade or medic station(US) ??? How about the Supply center upgrade? How about tank smoke cover? How about the Croc ???

I don't use the MG bunker, only the repair station or med station(Wher) but sometime I use the Medic station(US) if Im going infantry heavy or im expecting alot of casualties :P. Free rifleman is always a good thing ;D. Well usually.

I get the Supply center upgrade or smoke tank if I am floating resources or if my MP is low :P.

I dont see the croc tank alot. I might get it if Im winning jst so it can run around the enemy base burning things and then run away. But other than that I dont get it :'(

Another Q. When you buy either the supply yard up grade lvl 1 or 2 or the BAR upgrade, in the description it says "Rifleman gain Vet faster". I wanna know how much faster do they gain vet ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 08, 2011, 07:01:01 AM
Riflemen only gain vet a tiny bit faster, but a tiny change can make a world of difference when US vet is the strongest in the game. The upgrades will reduce the required kills by 2-3 AFAIK to get vet2/3 which can make all the difference.

While I don't personally use them as US, many people do seem to use them against me in high level 2v2ATs. I'm not sure if it's because they expect to need a larger blob or if they just build it to help out their Brit ally's CCS collect more. Medics can return bodies to allied med stations if they're closer and the Brit CCS is already scary effective.

MG nests can be useful in close VP games in combo with mines to HEAVILY delay an enemy from taking a VP. There are some awesome spots on ango for instance to cover both the high fuel AND the VP which can change games. It's important to realise that these nests still need supporting units though and will probably eventually die. Used at the right time though, it can make you pull ahead in the VP race.

You should aim for getting supply depot 1 upgrade very fast if you are going infantry heavy. It will save you a ton of MP in the long run and MP is the most important resource.

Croc is utterly useless. Normal sherman does the job better without risking itself to enemy fire. Tank smoke is rather useless, except in EF where the 105 sherman can actually FIRE the smoke rather than just eject it where it is. Targeted smoke is much more useful because you can support other units better.
Title: Re: Combat situations
Post by: Pac-Fish on October 08, 2011, 10:20:16 AM
Another Q. Can Scout Cars be used like Moto bikes or should they just be used for support and securing b/c in the last patch (2.602) they said "Scout Car detection radius increases to 9". Something like that. Can they now be used to hunt down snipers or would you advise against it ??? They seem like Jeeps only bigger :P


Also another Q. When you click to place a mine, you'll notice if you drag your mouse out a chain of mines appear. I always thought this was smart but apparently someone said if you do this all the mines will explode in a chain reaction(literally). Is this true and I should stick to placing mine by mine or can I place a chain of them???


In addition would you ever engage a PG squad alone with a rifleman squad. I treid it and lost :'(. Im not sure what I did wrong but he lost 1 guy and had 2 wounded and I lost 4 :o. I know distance and cover matter but lets say the PG were constantly trying to kite you and the rifleman keep advancing and there was equal cover. Which would win in a(sorta) fair situation like this? Should rifles just wait for reinforcements or chase after them ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 09, 2011, 05:33:45 AM
As PE, I use IHTs or ACs for sniper hunting, never scout cars. The damage they do is pretty pathetic vs snipers. You use scout cars for scouting (duh), back capping and pushing enemy units. They're not too useful otherwise. They can become decent if you lock them down though. Detection radius of 9 is pretty small and I think AC's match that radius. For comparison, the Soviet CS has a detection radius of about 20.

The mines will not detonate in a chain reaction but an out of control vehicle can keep detonating them for no benefit. A single well placed mine will usually do the job well enough but sometimes it can be advantageous to place a line (defending a wide open flank of your MG on ango for example).

A rifle squad will win 1v1 vs a PG squad in most situations. As the numbers increase on both sides though, the PGs will likely come ahead due to killing more and more rifles while they are charging. In the 1v1 battle, try to keep your rifles away from the PGs until you see that he is moving or in unfavourable cover. You have to pick the opportune moment to attack. Never attack stationary PGs in cover. If he's kiting backwards, chase him. He will fire 50% slower with 50% accuray while you will only have 50% accuracy. You do not benefit from yellow cover while moving so you should be able to deal some good damage. Be wary that he is luring you into a trap though.
Title: Re: Combat situations
Post by: Pac-Fish on October 09, 2011, 05:36:44 AM
Whats back capping ??? BTW I sorta made up the number 9 for detection radius, IDK the actual 2.601 radius now. I thought AC radius was shortened ???
Title: Re: Combat situations
Post by: Blackbishop on October 09, 2011, 06:01:39 AM
The ac detection radius change was announced and posted as included but IIRC it wasn't.
Title: Re: Combat situations
Post by: GodlikeDennis on October 09, 2011, 06:02:55 AM
I think AC detection radius was 18 while scout car had none. If I remember right, both were set to 9 in 2.602.

Nope, just looked it up. Scout car now has 18 detection and AC has 9.
Title: Re: Combat situations
Post by: Pac-Fish on October 09, 2011, 06:37:18 AM
With that said (detection=18) should SC be used for hunting or does its gun suck too much to do any real dmg? Whats your opinion ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 09, 2011, 07:04:53 AM
I still just use ACs mostly. IHTs are effective as well because their weapon is VERY effective vs snipers but they don't have very much detection range. If you reveal a sniper with another method (Ketty most likely) the IHT is actually the most effective weapon against them. ACs have frustrating targeting priorities since they'd rather target anything BUT the sniper you're chasing.
Title: Re: Combat situations
Post by: Pac-Fish on October 09, 2011, 07:11:01 AM
If you tell a AC to target a sniper will it follow and chase down the sniper?? Or will it stop following it once the sniper cloaks again ??? If you click on the sniper I would imagine the AC would target the sniper :P. Never tried it though :P
Title: Re: Combat situations
Post by: GodlikeDennis on October 09, 2011, 07:19:33 AM
Right clicking a unit will ALWAYS force your unit to engage that enemy unit. However, this stops the AC from moving which is why it's frustrating chasing snipers when you have to constantly click to attack the sniper and then make move orders, constantly taking into account the AC's burst pattern and turret rotation. Giving a unit a move order will cause it to move and revert to its normal weapon priorities.
Title: Re: Combat situations
Post by: Pac-Fish on October 11, 2011, 08:37:38 AM
Can a Brit HQ truck set up in unconnected territory? For example if a tommy section captured a fuel point but a strategic point seperated it from your base sector, could you still set up in it? I never tried it so I wouldn't know :-\.
Title: Re: Combat situations
Post by: Chancellor on October 11, 2011, 09:07:46 AM
Yes, it can, which is another gay feature about the Brit feature of bus-fucking resource points.  You can't ever totally cut them off from any resource.
Title: Re: Combat situations
Post by: Pac-Fish on October 11, 2011, 09:17:53 AM
which is another gay feature about the Brit feature of bus-fucking resource points.

I always thought it was called bus humping or resource humping XD. Or at least thats what I read somehwere :P

Are PE schiwm incinderay traps worth using? I notice alot of ppl like using the schwim (I don't, I just prefer booby trap) but are the incinderay traps effective or is it like having a PE grenade exploding under you ??? I also heard schiwm can lay teller mines or no?
Title: Re: Combat situations
Post by: GodlikeDennis on October 11, 2011, 11:23:21 AM
Tank Hunter Schwimm is the only one worth using, since you can lay (normal) mines rather than get the shitty rudimentary repair.

Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player. The incendiaries are cool but rarely do much damage. At least they're cheap. The Ketty booby trap is utterly useless since it takes too long to go off compared to PG ones. Even average players should easily avoid it every time.

The actual effect of the incendiary is that, once triggered, spawns 3 or so spots of fire on the ground. However, they tend to scatter a bit and will rarely actually hit enemy troops and even then they have to stay in the fire for it to do any damage. If they do though, it can deal some decent damage. It is most useful for making the enemy troop AI dive for cover so can slow an enemy advance by a little.

Luftwaffe should always use a cloaked Ketty over the mark target Schwimm.
Title: Re: Combat situations
Post by: Pac-Fish on October 12, 2011, 12:26:36 AM
Will the incindeary trap have any effect on vehicles ???

Also how do you counter fast MHT as US? I know I asked b4 about countering MHT but that Q was for countering it later in the game when the enemy has more PG but you have Hellcats and M8.

But what about early on when you have no Motor Depot ???. I know you can try and rush it but with a wall of G43 PG protecting it it can be tough :-\. A least for me. Also it can also run away which gets annoying >:(. You can try flanking it and sticky bombng it but it can  usually still run away.
Title: Re: Combat situations
Post by: Chancellor on October 12, 2011, 12:54:35 AM
You can totally ignore it until you get motor pool or tank destroyers.  As USA your riflemen should constantly be on the move anyways, so they aren't very vulnerable to mortar attacks in the first place.

Even in combat, just spread out, and move a little bit every 5 seconds or so in an unpredictable manner, and you should be fine.  The time between the MHT gunners aiming the shell and the shell actually hitting is huge.  The mortar halftrack's main function isn't to do much damage, since it really sucks.  Its main function is to get you desperate and make you charge your troops recklessly out of cover so that his PGs can cut your balls off.  Stay calm and don't play into his game, and you'll be fine.

It takes 40 FU for that mostly worthless thing, which will noticeably slow down PE's teching.  If he chose to get MHT that early, he shouldn't have ACs.  If he happens to have both the MHT AND ACs, he will be lacking the AT HT, and in that case your eventual Gayhounds will cause him to say gg or at least tear him a new asshole.
Title: Re: Combat situations
Post by: donthateme on October 12, 2011, 04:32:39 PM
Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player.

imo traps costs the allie-player a lot of micro... thats the power of these abilities
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on October 12, 2011, 04:36:23 PM
Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player.

imo traps costs the allie-player a lot of micro... thats the power of these abilities

Yah and in the first minutes of the game you are able to trap a forward point quickly and increase the time the enemy needs to capture. Also the burn mine of the swim is quiet useful with brit infantry without a speed bonus or being upgrade to recon squad.
Title: Re: Combat situations
Post by: GodlikeDennis on October 12, 2011, 04:47:22 PM
Ketty traps are totally worthless in my opinion. They take a ridiculously long time to go off and have a very long cooldown. PG traps are awesome though.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on October 12, 2011, 05:37:56 PM
Quote
Ketty traps are totally worthless in my opinion. They take a ridiculously long time to go off and have a very long cooldown. [...]

It cooldown decreases if you unlock the boodytrap strategic points ability in the command tree.
Title: Re: Combat situations
Post by: GodlikeDennis on October 12, 2011, 05:42:15 PM
By that time you may as well just place a standard PG one that is infinitely better. Perhaps lay some wire across the point to make microing difficult for him too.
Title: Re: Combat situations
Post by: Pac-Fish on October 12, 2011, 11:56:31 PM
By that time you may as well just place a standard PG one that is infinitely better. Perhaps lay some wire across the point to make microing difficult for him too.

The wire idea is actually pretty good.

I never knew the cooldown went down for kettenkrads :P. By how much ???
Title: Re: Combat situations
Post by: Chancellor on October 13, 2011, 12:09:46 AM
I have my own questions.

One: In response to GodlikeDennis's wiring quote for SE, I' like to know, assuming that SE is selected, if PGs and Luftwaffe Ground Squads gain the wiring ability, or if only one gain it.

Two: Does offensive vet do more for Falls than defensive vet?  Reason being is that in a lot of games, I get vet 3 full offensive falls, yet they seem to do around the same damage as vet 0 falls, while they die just as fast too, from not having any defensive vet.  Does the FG42 just not benefit as much from the Reload bonuses as G43s do since they are full auto in the first place?
Title: Re: Combat situations
Post by: Pac-Fish on October 13, 2011, 12:21:49 AM
I think I can help for once :D

PG will gain barbed wire abiltiy once Road blocks are acquired, I assume thats what wiring means ???. LGF are a diff doctrine all together but they come with sand bags and wire. Like Volks ;D

From what I've heard Falls should get Vet 1 off b/c if they get any higher vet they wont benefit as much from their cloak ability. Since lvl 2 and 3 off vet will increase the Falls fire rate significantly, thus they will not have a chance to cloak.

IDK how off vet affects their wep specifically but I just know that getting more than 1 off vet for Falls lowers their cloak advantage. I think it makes their rifles so more dmg ???
Title: Re: Combat situations
Post by: Blackbishop on October 13, 2011, 12:58:22 AM
PGs barbed wire is a different entity than LGF barbed wire, meaning that both appears only on each unit.

PGs have a barbed wire that requires certain upgrade from SE tree to shows up. But they always have it, although hidden.

LGF have a barbed wire that requires the first upgrade from Luftwaffe Tree to shows up, coincidentally(or not :P?), it's the same upgrade than unlocks LGF so it is not noticed(also, a bit pointless to have such requirement IMO).

So, no; SE bloackroad upgrade bonuses only affects PGrens, because they have those abilities hidden and the upgrade unlocks them, while LGF don't have any of them.
Title: Re: Combat situations
Post by: GodlikeDennis on October 13, 2011, 04:25:31 AM
Falls have a burst fire weapon with lots of ammo, so they benefit less from the cooldown and reload bonuses but benefit LOTS from the accuracy bonuses. You can't ever go wrong with giving a unit defensive vet (except maybe the flaks). Its bonuses are universally good.

I dunno if that cloak thing that Fhx said is true or not but I can say that Falls get some pretty awesome damage output with vet3 offensive.
Title: Re: Combat situations
Post by: Chancellor on October 13, 2011, 09:35:41 AM
IMO Falls only really start doing noticeable damage in mid-close range only when their enemies actually charge.  Even at vet 3 offensive, long range damage seems to be as minimal as if they were at vet 0.

IMO def vet is more useful because I think it will help Falls survive PPS43 Guards better.  The biggest bonus for offensive is the cooldown / reload rate IMO, and since its not that useful for FG42s, I'd rather choose defensive for full bonuses rather than offensive for half-bonuses.
Title: Re: Combat situations
Post by: Pac-Fish on October 20, 2011, 03:00:08 AM
How many kettenkrads do you suggest making? I usually forgo a 2nd ketten. But what do you suggest? 2? Even 3?(thats alittle too much :P) And do certain maps fair better with multi kettens or are they relatively the same ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 20, 2011, 05:07:29 AM
I never build a 2nd Ketty (at the start). I always use my PGs to cap a few points before grouping up while the Ketty travels around and caps.
Title: Re: Combat situations
Post by: SnappingTurtle on October 20, 2011, 03:19:04 PM
2 kets vs. Brits, 1 vs. Americans.
Title: Re: Combat situations
Post by: Pac-Fish on October 22, 2011, 05:57:49 PM
Whats better? Soldier or elite armor?

And is it just me or does the Staghound take forever to kill :P? I had 2 paks and two gren squads with shreck and 4 staghounds charged me (it was a team game, my teammate lost all his units + never recouped and the brit was saving up stags)

The paks hit the first stag and it only lost like half its health. A shreck hit it and then it lost like 3/4 of its health. But by then the pak crews were dead b/c they were surpressed by the stags(wtf!?!) then killed. I killed the 2nd stag cause it was just sitting there with its rear facing my shreck grens but the other 2 retreated >:(. I don't remember how it exactly went but it was something like that.

Also if you are PE how do you kill stuarts when you have little to no fuel? I made an AT HT but its shots kept bouncing of its armor(wtf?). Then I had 2 shreck gren squads but the stuart killed them with canister shot >:(. I didn't have enough fuel to make a Marder either :'(
Title: Re: Combat situations
Post by: Cranialwizard on October 22, 2011, 06:11:24 PM
Whats better? Soldier or elite armor?
Elite, by far. Elite armor is more suspectible to flamethrowers but harder to kill using small arms. You get elite armor on some units like KCH, Rangers, (but maybe they have heroic??) Vet 2 Grens, Storms, Vet 2 Support units, etc. Soldier armor comes standard armor on some basic infantry units.
Quote
And is it just me or does the Staghound take forever to kill :P? I had 2 paks and two gren squads with shreck and 4 staghounds charged me (it was a team game, my teammate lost all his units + never recouped and the brit was saving up stags)

I was playing with T17/Staghounds this morning. Did the Stag's have the MG gunner? That adds to their suppression a lot. Were there any units, like Brens or BARs nearby that can suppress?

I'm pretty sure certain types of small arms can penetrate Stags. Paks and Shrecks should be able to kill them easily with rear/side shots. Perhaps you were just unlucky.

Quote
Also if you are PE how do you kill stuarts when you have little to no fuel? I made an AT HT but its shots kept bouncing of its armor(wtf?). Then I had 2 shreck gren squads but the stuart killed them with canister shot >:(. I didn't have enough fuel to make a Marder either :'(

As PE you should generally try to aim for two types of reliable AT. If you are in lack of Fuel, ATHTs and Shrecks are the way to go. Shrecks are pretty powerful with Offensive vet. On the other-hand...ATHTs are not very reliable penetration wise. They can try to tackle light armor but can't stand them face to face. The method I use is to use the ATHT to tread break the Stuart, and close in with shrecks. Canister shot is annoying but by spreading units further apart it becomes much less effective. It's designed to punish blobbing. Also use the ATHT to aim for those rear shots for finishing. My build this morning during a automatch was 2 ATHT's and 2 Shrecks, with a MHT also trying it's best, the combo managed to kill 3 T17s and a sherman (Treadbreak FTW) before I could get my JP5 out.
Title: Re: Combat situations
Post by: Pac-Fish on October 22, 2011, 06:20:24 PM
1: I think I used the wrong name. I mean the armor on Tommies and PG. I think its infanty armor? So whats better? Infantry(hopefully thats the right name) or elite

2: Maybe the Paks missed? I kust know that the paks fired and the stag had around half its health more or less. And yes, they had MG gunner

3: I used tread breaker but 2 engie squad decided to do a suicide repair. They rushed in and under fire from my MHT, repaired it and died but the stuart got away :P
Title: Re: Combat situations
Post by: Cranialwizard on October 22, 2011, 06:46:06 PM
1: I think I used the wrong name. I mean the armor on Tommies and PG. I think its infanty armor? So whats better? Infantry(hopefully thats the right name) or elite

Regarless it's still better. Elite/Heroic is the best in the game, debatable between the two I think.

2: Maybe the Paks missed? I kust know that the paks fired and the stag had around half its health more or less. And yes, they had MG gunner

Paks could have hit the ground near the Stuart but not killed it. It takes about 3 good shots to kill with frontal armor IIRC.

3: I used tread breaker but 2 engie squad decided to do a suicide repair. They rushed in and under fire from my MHT, repaired it and died but the stuart got away :P

That would be why XD

Title: Re: Combat situations
Post by: Chancellor on October 22, 2011, 11:18:09 PM
1: I think I used the wrong name. I mean the armor on Tommies and PG. I think its infanty armor? So whats better? Infantry(hopefully thats the right name) or elite

2: Maybe the Paks missed? I kust know that the paks fired and the stag had around half its health more or less. And yes, they had MG gunner

3: I used tread breaker but 2 engie squad decided to do a suicide repair. They rushed in and under fire from my MHT, repaired it and died but the stuart got away :P

PGs and Tommies have Soldier armor.  Soldier armor bonuses are better than Elite armor bonuses.  Its just that the guys who get Elite armor generally have better stats elsewhere, such as more base health.  For example, PGs have Soldier armor which is better than Vet2 Grenadier's Elite armor.  However, Grenadiers have more health per man and get even more health at Vet3, so it just seems like Elite > Soldier.

Currently Staghound is OP by popular opinion because they take a ton of PAK / Shreck shots to kill.
Stuart is also OP in my book because of their early canister rounds.  Both are hard to kill, and the PAK will miss Stuarts now.
Title: Re: Combat situations
Post by: Pac-Fish on October 23, 2011, 02:49:21 AM
How many Paks hits do Stags take? 3? 4? I know M8 and M3 take around 2-3 :P. I think Stuart can take 3-4 Pak hits.

Use mines everyone ;D Its our only chance :P
Title: Re: Combat situations
Post by: donthateme on October 23, 2011, 02:58:17 AM
it depends on where the ATG-rounds hit the staghound. without vet they are pretty weak. the power of the staghound is, that it surpresses enemy inf very fast like an heavy mg (especially PE-grens).
Title: Re: Combat situations
Post by: Pac-Fish on October 23, 2011, 03:00:57 AM
Lets say it was constantly hitting the front of the Stag. How many shots then ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 23, 2011, 06:15:32 AM
Elite/Soldier/Heroic aren't necessarily "better" than each other, just different.

Elite is very strong generally, giving -25% received accury -25% received damage but snipers cannot miss it (even while retreating) and flamers actually do 125% damage to them, rather than 75% for most other weapons (and accuracy doesn't matter on the flamer).

Soldier gives -40% damage to most small arms, but even greater bonuses against BARs. In fact, BARs get absolutely astonishing reductions vs soldier armour. Soldier is incredibly weak against flames and nades though, which ignore the -40% damage and do a full 100%.

Heroic is generally -15% received accuracy and -25% received damage but is VERY resistant to snipers. Troops with heroic armour also have heroic criticals, which make snipers take several shots to kill a man, and kill criticals from normal shots are less common as well (you have to get their health lower to have the same chance to kill them).
Title: Re: Combat situations
Post by: Pac-Fish on October 23, 2011, 06:20:55 AM
Do you still suggest getting the BAR upgrade vs PE ??? Sometimes I use the surpress ability :P

Does having several rifleman using BAR surpress make surpression go any faster ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 23, 2011, 06:25:36 AM
Not as your first upgrade. Fast vehicle is ALWAYS a good strat vs PE. Fast nades are actually somewhat useful, as an early suprise nade can actually wipe several squads if used right (PGs love to clump). This is a game winning move. Flamers are very effective vs PGs as well. Going BARs also leaves you very vulnerable to a fast AC or P4, which is fairly common. BARs should only be researched later on if the enemy is using a lot of MP44s or if your rifles REALLY need vet. Basically it is a secondary upgrade that you should get only when you can spare the resources, and shouldn't be a focus of your strat. It's usually very good to go 3 rifle + flamers, fast vehicle, nades & rangers. From here maybe either go M18 or BARs, depending what the enemy does. Rangers are much better vs PGs than BARs are though. Thompsons aren't mitigated by soldier armour, zooks are useful vs PE and Rangers will vet very quickly off PE.

Yes, several suppressive fires at the same time will increase suppression but it's not worth it. Instead just use it on one squad and change targets. The suppression dealt by the squad actually INCREASES in the second half of the ability. It's designed to suppress just one squad for the first half, then switch to other targets in the second half.
Title: Re: Combat situations
Post by: Pac-Fish on October 23, 2011, 06:31:30 AM
Fast nades are actually somewhat useful, as an early suprise nade can actually wipe several squads if used right (PGs love to clump). This is a game winning move.

LOL Once a PE player tried rushing my rife squad with two 4-man MP44 squads and 1 G43 squad. I threw a nade in front of the squad hoping he wouldn't have time to react. I killed like 6-8 PG and my rifle immediatley vetted up ;D. I had a 2nd rifle squad come in and clean up the rest of the PGs :P I won that game for sure ^-^
Title: Re: Combat situations
Post by: GodlikeDennis on October 23, 2011, 06:32:06 AM
Yup, pineapples are insanely OP vs PGs and falls.
Title: Re: Combat situations
Post by: Pac-Fish on October 25, 2011, 03:10:08 AM
Yup, pineapples are insanely OP vs PGs and falls.

Why is that ???. Do they suffer a penalty when facing pineapple nades :P? They must be allergic ;D
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 03:14:36 AM
No but PGs and Falls are balanced with low health, keeping their 40% damage reduction vs small arms in mind. So when something that ignores their armour hits them, such as flames or nades, it simply WTFPWNS their low health.
Title: Re: Combat situations
Post by: Cranialwizard on October 25, 2011, 03:20:26 AM
No but PGs and Falls are balanced with low health, keeping their 40% damage reduction vs small arms in mind. So when something that ignores their armour hits them, such as flames or nades, it simply WTFPWNS their low health.

Especially because they have less men whom like to clump together. Flamers less so than grenades though, because Flamers are easily gunned down by G43s or MP44s. Molotovs and Incdy nades however are particularly deadly.
Title: Re: Combat situations
Post by: Pac-Fish on October 25, 2011, 03:35:09 AM
TY for that info

I have another Q. Is there a button to make vehicles back up? In C+C if you click the R button and click somewhere at the same time, the vehicle back up to that spot. Does COH have such a button?

I ask b/c often times I have a Puma or AC and Im trying to kite rifleman or rangers but they often insist on turning around even though I telll them to move just a bit backwards >:(
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 03:40:30 AM
Nope, no such key. Spam shift + right click at short intervals in the direction you want to go. I've seen some people use a macro that spams this, making reversing easier.
Title: Re: Combat situations
Post by: Pac-Fish on October 25, 2011, 03:42:55 AM
Why do you click shift ???
Title: Re: Combat situations
Post by: SublimeSnugz on October 25, 2011, 03:50:50 AM
Why do you click shift ???

lol seriously he just explained? Holding the shiftkey down queues orders, so hold the buttom down and "Spam shift + right click at short intervals in the direction you want to go"

You can use this to make your AC m8 or whatever "back up" fast.
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 03:57:59 AM
The shift key is the most important keyboard button in CoH lol. Everything else can be done via mouse. Shift should have a special place in everyone's hearts.
Title: Re: Combat situations
Post by: Pac-Fish on October 25, 2011, 04:19:23 AM
Holding the shiftkey down queues orders

Sorry, I didn't know this :P
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 04:29:09 AM
Wow. Queueing up orders is really important for cutting back on micro.
Title: Re: Combat situations
Post by: Pac-Fish on October 25, 2011, 04:36:25 AM
Wow. Queueing up orders is really important for cutting back on micro.

I'll have 2 try this next game :P. How's it work? The minute one order finishes the next order takes place ??? Im just guessing :P
Title: Re: Combat situations
Post by: Cranialwizard on October 25, 2011, 04:38:14 AM
Wow. Queueing up orders is really important for cutting back on micro.

I'll have 2 try this next game :P. How's it work? The minute one order finishes the next order takes place ??? Im just guessing :P
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 04:44:03 AM
Yeah exactly like that. Queueing is most useful for capping at all stages in the game and vehicle reversing like we mentioned. You can even queue a retreat order, so you can order a unit to cap a point under fire and queue a retreat. The retreat will occur the exact instant the cap finishes, which can minimise the damage you take.

Queueing can also sometimes be handy when sniping, since you can queue up the exact units you want sniped. It's only really useful when you REALLY don't have time to do it yourself though. The only other practical use I can think of is movement orders, if you need to plan a flank beforehand or want to retreat without running through enemy territory etc.
Title: Re: Combat situations
Post by: Cranialwizard on October 25, 2011, 04:46:05 AM
Yeah exactly like that. Queueing is most useful for capping at all stages in the game and vehicle reversing like we mentioned. You can even queue a retreat order, so you can order a unit to cap a point under fire and queue a retreat. The retreat will occur the exact instant the cap finishes, which can minimise the damage you take.

Queueing can also sometimes be handy when sniping, since you can queue up the exact units you want sniped. It's only really useful when you REALLY don't have time to do it yourself though. The only other practical use I can think of is movement orders, if you need to plan a flank beforehand or want to retreat without running through enemy territory etc.

I suppose you can use it for Attack-Move Orders along with finding cover. Moving elite units from one piece of cover to another terminating enemy units along the way. I also use it once pios/engies are done capping to double back to base and build the new buildings and get back out there to fight.
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 04:52:36 AM
Oh, building buildings and especially mines is way easier when using queueing.
Title: Re: Combat situations
Post by: Dann88 on October 25, 2011, 06:44:57 AM
But we can't queue the retreat. Painful experience :P
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 11:41:37 AM
Yes you can.
Title: Re: Combat situations
Post by: Dann88 on October 25, 2011, 02:19:30 PM
how? Shift + retreat button? ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 25, 2011, 02:39:28 PM
Yes. Very useful when capping under fire, retreating engies at the end of a cap sequence to return to build buildings or capturing a weapon and retreating ASAP.
Title: Re: Combat situations
Post by: My Name Is Ante on October 25, 2011, 03:53:37 PM
Just remember to hit Shift Key...
I mostly failed to queue it because I miss the Shift and hit Caps or Ctrl instead... :P
Title: Re: Combat situations
Post by: Pac-Fish on October 25, 2011, 11:51:54 PM
Hey if you shift key retreat and then something else, will the infantry retreat and then try to perform that action? For example the minute they get back to base they try to cap a point outside :P
Title: Re: Combat situations
Post by: GodlikeDennis on October 26, 2011, 06:08:07 AM
Only if you have another queued command before retreat, since retreating will instantly deselect your unit. You can use engies to cap a few points, retreat to base, and start building something all from commands issued in the first 20s of the game.
Title: Re: Combat situations
Post by: Pac-Fish on October 27, 2011, 01:14:17 AM
I have another Q. Do you recommend getting 2 engie squads as Ami vs PE? I always do and I actually got a few kills with them even w/o flames :o. But that was just luck. I read somewhere that 2 engies in the beginning is just not worth it. Is this true ???

Also I heard that MP40 against Tommies negate their armor. Is this true also ???

Edit: And one more thing. I was on the GR forum just to see what other ppl in COH have 2 say about gameplay. Apparently they find that cheat is a really big problem. I haven't been in a gme where some1 cheated and if they did I wouldn't really know cause I don't watch replays often. Is this true  ???. And who is this person named 12azor?
Title: Re: Combat situations
Post by: SnappingTurtle on October 27, 2011, 02:53:58 AM
I've found that one vanilla engi squad vs one vanilla panzergrenadier squad can be a decent match up if you catch the pgrens in the open, get in close, and force them to run backwards away from you.
Title: Re: Combat situations
Post by: GodlikeDennis on October 27, 2011, 05:19:54 AM
12azor is a very popular personality over at GR. He's well known for being a funny asshole type of person and people like it. He's not as good a player as many high level players but is still pretty good.

People exaggerate the number of cheaters. However, higher level players sometimes cheat because of their obsession with the leaderboards. Several TOP players have been caught cheating and banned by Relic. The most common cheat/hack is a maphack which removes FOW while you play. You shouldn't really worry about it though. If it happens, it happens. Otherwise, just play the game properly.

MP40s do NOT negate tommies' armour. MP44s do though. MP40s are still useful against Brits because of the crazy dps they can pump out, however flamers are usually a better investment so you can use them vs emplacements/trenches.

Engies are really good vs PGs, not only with flamers, but with their main weapons too. A 140mp engi squad can potentially beat a 255mp PG squad if used right. Add a flamer to the mix and it's GG PE. It used to be that PE would get steamrolled by a horde of BARed rifles and flamers moving as a huge blob. Since the buff of the G43, the PG blob is substantially better. Unfortunately, many PE games just turn into blob vs blob. Flamers are very useful at this point.

2x Engies also allows you to cap faster and have more engies available for building/repairing your fast vehicle (fast vehicle is ALWAYS useful vs PE). Whoever said that about the engies gave you bad advice IMO.

1 engi - 5 rifle is a sometimes useful strat on high muni maps, like sturz, where you can go infantry doc and spam mines. This is sometimes effective against PE but I only ever use it against Wehr myself. It's too risky against PE's possible shock units IMO.
Title: Re: Combat situations
Post by: Dann88 on October 27, 2011, 07:19:22 PM
@ GodLikeDennis: thanks for the comment, it's totally useful.

My questions: is there any way to improve sense of strategy?
And please tell me some general build orders of the Amis. The only I know now is 3 riflemens + 2 engis and tech to amor car as fast as you can :P.

Does the damage of grenades' damage depend on what kind of buildings are? Because on last match it sometimes did suprisingly low damage :(
Title: Re: Combat situations
Post by: Pac-Fish on October 27, 2011, 11:19:29 PM
The number of windows can matter. And I think size may affect it. If alot of troops are on one side of the building and a grenade hits them damage is distributed to each member. Therefore its better to get the nade on the side with more windows because the nade will typically damage everyone on the side of the window it hits.
Title: Re: Combat situations
Post by: Cranialwizard on October 27, 2011, 11:46:30 PM
The number of windows can matter. And I think size may affect it. If alot of troops are on one side of the building and a grenade hits them damage is distributed to each member. Therefore its better to get the nade on the side with more windows because the nade will typically damage everyone on the side of the window it hits.

Not sure that's how it works with grenades.

You're correct about the health correlation though. Size of a building is generally how healthy it is. (Not neccesarily tall, I was using worldbuilder a couple of days ago and saw the individual hitpoints. A tall and slender building is less healthy than a shorter and wider one)

Grenades should act the same as they should on the ground. I think it has something to do with the number of troops close enough to the window. IE you've got 4 volks on one floor and 1 on the top floor and a nade gets thrown at the top floor, chances are the 4 volks should be OK. Whereas if the 4 volks are at windows close to each other (Like corners) and a nade goes in they might get all eradicated, since I don't think interior walls matter.

If you manage to cram a MG in a small shed and a nade goes in chances are they'll get insta-gibbed IMO.
Title: Re: Combat situations
Post by: Pac-Fish on October 27, 2011, 11:52:15 PM
I meant something like that :P. The closer they are to the nade, the more dmg
Title: Re: Combat situations
Post by: Cranialwizard on October 28, 2011, 12:10:49 AM
Buildings that are also very tall or abnormally long/wide and have lots of slots for troops generally are immune to fire damage. IE if you throw a molotov into such building it will not affect the squad gravely because likely it is to hit an outside corner or ground level whereas troops can be located in top floors or on the rooftops.
Title: Re: Combat situations
Post by: Pac-Fish on October 28, 2011, 12:20:57 AM
LOL thats happened to me sometimes. A molotov hits my mg in the building but barley takes dmg :P
Title: Re: Combat situations
Post by: Dann88 on October 28, 2011, 08:19:20 AM
So as Cranial said, trench is also a building with its slots a very near to each other that increase the effect of any grenades and flame effect?
Title: Re: Combat situations
Post by: Pac-Fish on October 28, 2011, 12:24:54 PM
Probably :P. If you evacuate b4 the grenade explodes you might be able to avoid it
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on October 28, 2011, 02:03:05 PM
So as Cranial said, trench is also a building with its slots a very near to each other that increase the effect of any grenades and flame effect?

Yes, and it's good cause flamers can't attack more squads at a time :p.
Title: Re: Combat situations
Post by: Pac-Fish on October 29, 2011, 12:05:39 PM
Are nebelwerfers worth buying? I alwas thought they were a nice little arty unit to get if I dont have much fuel and b/c I can keep firing every min or so. But on GR they seem to dislike them to its low dmg and short period of suppresion. Should I contine to get them or just save my mp ???

Also when Wher things like Nebel or Pak gan vet it says things likr 15% more Hp. Who does that apply 2? The gun or the crew ??? And is it worth buying ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 29, 2011, 12:34:33 PM
I think the 1.15x hp is a squad modifier meaning it applies to all entities within the squad, in this case both weapon and crew. Nebels are a decent unit for decrewing AT guns or hitting blobs. They're not as good for full squad wipes compared to shell based arty but they can definitely put the hurt on a squad and let other units kill them more easily. I find nebels work best in a T2-T3 strat where you aren't terror. They can then fill the arty gap and do a decent job.
Title: Re: Combat situations
Post by: Pac-Fish on October 29, 2011, 04:53:01 PM
TY. I have another Q. Is it worth it to make Flak 88's? I sometimes build them and I haven't had  mine recrewed yet :P. But against Brits I tend to notice that once they find out you have a Flak 88, 25pdr shells start raining from hell :'(. And when I build then vs Ami, they're like targets for snipers. But this doesn't happen too often. Should I still build them ???
Title: Re: Combat situations
Post by: Cranialwizard on October 29, 2011, 04:59:01 PM
TY. I have another Q. Is it worth it to make Flak 88's? I sometimes build them and I haven't had  mine recrewed yet :P. But against Brits I tend to notice that once they find out you have a Flak 88, 25pdr shells start raining from hell :'(. And when I build then vs Ami, they're like targets for snipers. But this doesn't happen too often. Should I still build them ???

In a 1v1 I feel like it's too restricted by the small-map hedgerow type gameplay. It's a very useful piece of equipment but if your opponent is smart he'll try to snipe or arty it.

In 2v2s they can be game changing. A lot of those maps are long and slender and offer the Flak a spectacular range to fire at and can seriously help your ally escape uncertain death by keeping their tanks protected by the flak.

That said, the Flak has to be well protected. Have a sniper, or two rather, hovering around it and prepare for countersniping action. Mines make nasty traps for flankers and just be on the lookout for arty. The flak's range is larger than it's line of sight by far so you can sneak a forward sniper to scout out tanks or emplacements.
Title: Re: Combat situations
Post by: Pac-Fish on October 29, 2011, 10:21:07 PM
When is a good time to tech to the next tier ???. I realize this Q is very situational but lets say you havent lost any squads just yet and maybe you have 200 mp and one squad has lost most of its members. Stay on that tier or advance ???

Also how do you counter mortar pits on the map Wolfhenze? I was playing on that map and at some point the guy built 2 mortar pits behind the main building near the left bottom base and his ami ally was protecting it with mgs and at guns and rifleman. He had super charged arty so my mortars couldnt get to it and I tried charging my infantry in but they we stopped by mortar fire and rifleman. My partner went blitz so I went def and had no arty and my tanks we stopped my his at guns ??? We won b/c of his StuH and my Gren squads and Paks but barley. How do you counter this ???
Title: Re: Combat situations
Post by: GodlikeDennis on October 30, 2011, 05:04:33 AM
You should've had your partner sneak in some double shreked stormies whenever the area was clear. They can kill mortars faster than anything else. You could've perhaps gone for Stukas if it was later on in the game.

It's pretty hard to say when to tech. It really depends on the strat you're going for and your current unit composition. Basically if can hold out while you tech and know you'll be able to use that next tier to your advantage you should go for it always. Flexibility > Unit spam IMO. This is why I'm fond of T2-T4 or T2-T3 strats rather than heavy T2 as Wehr.

If I'm going T2-T3, I wait until I have a very solid force of T2, sometimes a few vet levels. If I'm going T2-T4 I will probably go there as fast as fuel allows to make use of the Ost or P4 which will completely change the game. This is only as long as my current units are still standing strong vs the enemy.

For fast T3, always go there ASAP. The entire point of the T3 rush is to get there before they have enough AT. I would only build an extra unit (stormies) if I KNOW I'm down on fuel and he's teching for an M8.
Title: Re: Combat situations
Post by: Dann88 on October 30, 2011, 07:52:25 AM
@FishhuntterX: The best is post a replay up so GodLikeDennis or someone else can give specific advices. Mostly from what you asked, it's sometimes too general situation or unclear one to give effective advices.
The time a MG change window actually same like when the MG set up their MG in field, right? And does the Wehr mortal's splash radius increase when they get vet?
Title: Re: Combat situations
Post by: Pac-Fish on October 30, 2011, 07:27:49 PM
@Dann88: Unfortunetly I usually don't save replays unless I want to review something personally or if I remember(cause usually I don't :'(). And I think I can help answer your Q. THe MG change time is similar to the windows and the grounds. And the splash radius doesn't increase. Just dmg IIRC :-\

Also I have another Q. How do I stop a PG blob as Ami? I know that snipers, MGs and mines are effective. But I was lacking all 3 of those things early in the game. I mainly had rifleman and my opponent had like 4-6 PG squads.

Also if your opponent has a kettenkrad running around and decapping how do you stop it ???. Its very annoying to chase this guy around and he can be repaired very fast >:(

Also what is the max or biggest thing a goliath tank can kill with one hit? M3 HT? M8? Sherman IV? Cromwell?
Title: Re: Combat situations
Post by: GodlikeDennis on October 31, 2011, 05:14:20 AM
Mortar   
Vet1 0.75 cooldown   
Vet2 Elite Armour      
Vet3 1.5 dmg

A goliath can kill anything if it blows up on a bridge :D. It deals 375 damage at short range. The strongest units it can kill in one hit are: T70, T90, SU-76, M8, T17, M3 HT, Stuart, Tetrarch and Achilles. M10s and M18s have 400hp and Brit Staghounds have 380hp, so these come perilously close to being one-shotted as well. An instant kill is still not certain for the other units because they will probably get an engine/main gun damage crit rather than destroyed crit.

Flames are a great weapon vs PE blob. Get 3 flamers with your riflemen and you should do OK. If he's blobbing in cover, nades can be very powerful too. Play it smart and don't just charge him. Use buildings as cover to close the distance and attack at multiple angles. You only need 1 good flame burst or nade to kill quite a few PGs which should send him running.

Ketty should just be hunted with standard rifles. Try to see where it's heading and send a squad there so he can't finish capping the point. Just keep doing this and eventually you'll wear it down.
Title: Re: Combat situations
Post by: Pac-Fish on October 31, 2011, 09:45:09 PM
Whats a snipers accuracy rate ???. Cause I set up my sniper to countersnipe. When the enemy exposed his sniper mine fired and missed (WTF!?!) Then he saw my teammate's rifleman coming towards his sniper and retreated. My sniper fired again and missed (HOLY SHIT!)
Title: Re: Combat situations
Post by: Cranialwizard on October 31, 2011, 09:52:32 PM
Whats a snipers accuracy rate ???. Cause I set up my sniper to countersnipe. When the enemy exposed his sniper mine fired and missed (WTF!?!) Then he saw my teammate's rifleman coming towards his sniper and retreated. My sniper fired again and missed (HOLY SHIT!)

Against retreating units snipers have a reduced accuracy. I don't remember the exact %age but they should OCCASIONALLY miss. Of course you can't expect snipers to do magical things (Get kills for sniping an enemy unit in a building, but the direction he's facing there's no window) :P
Title: Re: Combat situations
Post by: stealthattack1 on October 31, 2011, 09:54:50 PM
i think thats random. most of the time a sniper will hit, and if you vet him, he pretty much always will. the double miss has happend to me as well. other than that, if you want the exact stats, check corsix.
Title: Re: Combat situations
Post by: Pac-Fish on October 31, 2011, 09:57:58 PM
He must be using magic bullets. Like the ones that killed JFK :P.

Also you know how snipers will always hit elite armor. Does the same apply to soldier armor on tommies and PG ???. Cause I notice snipers typically don't miss their shots when firing at these targets. I think I sae them miss once or twice ???. Not sure :P
Title: Re: Combat situations
Post by: GodlikeDennis on November 01, 2011, 03:51:46 AM
PGs and Tommies have Soldier armour, which are the same as infantry armour for the sake of sniping.

Snipers can miss on the retreat, except against Elite armour which they can't miss against. As mentioned they can miss against buildings. At close range they have a miss chance against ALL targets, except Elite armour. In vCoH they have 50% chance to miss an enemy sniper if they are moving. This doesn't occur in EF.
Title: Re: Combat situations
Post by: Pac-Fish on November 01, 2011, 07:04:07 AM
Do airborne have 1.5 capping speed like rifleman ???. I was just wondering cause I sometimes but not often drop paras around and harass points :P

Awwww Im not a devil fish anymore :'(.
Title: Re: Combat situations
Post by: GodlikeDennis on November 01, 2011, 07:48:41 AM
No, they have 1.25x.

The units that have 1.5x cap rate are:
Rifles
Command Squad
Naval Infantry
Partisans
Strelky
SAS Raiders
Grens
Stormies
Wehr Officers

Units with 1.2-1.25 cap rate are:
Rangers
Paras
Conscripts
PGs with field craft (I think)
Volks with skirmish phase

I thought the Brit Cpt, schwimm/ket and falls all had higher cap rates than they do but they all have 1x. Everything not listed has cap rate of 1x (including raiding vehicles) except PGs with 0.75x.
Title: Re: Combat situations
Post by: Pac-Fish on November 01, 2011, 08:33:57 AM
Can a vehicle still fire if its being buttoned down ???. Sometimes my tommies button a vehicle but the tank shoots but other times it doesn't :P. I didn't know if it was just the animation or something :P
Title: Re: Combat situations
Post by: GodlikeDennis on November 01, 2011, 08:43:21 AM
After being buttoned, a vehicle can fire one last shot. Button is also weakened when there is less members left in the Tommy squad. I'm not sure if this lets the vehicle fire or not.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on November 01, 2011, 01:46:37 PM
Sure it can fire but it can't turn it's turret anymore. So it only shoots if somebody stands in front of the barrel. Also i.e. scout cars don't shot the gunner hides inside the turret if it's being buttoned.
Title: Re: Combat situations
Post by: Pac-Fish on November 02, 2011, 12:45:41 AM
Can you button a kettenkrad ???. Just curious :P

Also do you recommend getting 2 snipers vs Axis ???. Im not sure if I should trying using MGs to stop alot of units or get more snipers :P
Title: Re: Combat situations
Post by: GodlikeDennis on November 02, 2011, 05:07:15 AM
Yes you can button a ket.

Getting 2 or more snipers against a grenspam is a good idea. 2 snipers can finish off a gren squad in 2 shots each - very quick and easy with a little micro. This means after just one instant round of fire, he must retreat or risk losing the whole squad. If he has elite armour and you're still in range, you can snipe him anyway and will not miss. The key to beating grenspam is killing off whole units while not worrying about medics returning their bodies to be reincarnated. Snipers do this perfectly.

To micro them, get your group of snipers and right click an enemy gren, hit tab, then right click another member of the same squad, tab again, another member etc. Tab will rotate through your snipers and you can pick out the actual men (not squads) you want to target.

Snipers can also sneak in and spot for arty on his med bunkers if you need it.
Title: Re: Combat situations
Post by: Pac-Fish on November 02, 2011, 11:20:23 AM
TY. Also how do you stop a fast M8 as Wher ??? I had a Pak on its way but while it was creeping foward his M8 was wrecking havoc and killed my Mg  :'(. I tried using mines but his M8 shot my pios >:(
Title: Re: Combat situations
Post by: donthateme on November 02, 2011, 12:56:34 PM
TY. Also how do you stop a fast M8 as Wher ??? I had a Pak on its way but while it was creeping foward his M8 was wrecking havoc and killed my Mg  :'(. I tried using mines but his M8 shot my pios >:(

http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=wehr_rulesofthumb (http://www.gamereplays.org/companyofheroes/portals.php?show=page&name=wehr_rulesofthumb)
Title: Re: Combat situations
Post by: stealthattack1 on November 02, 2011, 07:51:42 PM
i would say mines and panzerfausts.
Title: Re: Combat situations
Post by: Pac-Fish on November 08, 2011, 07:37:55 PM
If you have PG squad in an IH and the IH hits a mine does the PG squad inside get hurt ??? It hasn't happened 2 me yet so IDK :P

Post Merge: November 08, 2011, 07:40:03 PM
ANd thx for the tips on the M8 :P. I put a mine in a choke point and had an M8 chase my Volks and it hit the mine :D (Mental vitory dance). My Volks then turned around and fausted the M8 to death ^-^. He then quit afterwards :D
Title: Re: Combat situations
Post by: Cranialwizard on November 08, 2011, 09:35:37 PM
Faust are nice, but they eat munitions. If you went T2 or built a med bunker, save the munis for a Shreck instead. More damage and less cost over time, plus a stronger wielding squad. Faust are good for the "Oh Shit" moments where you don't have any AT.
Title: Re: Combat situations
Post by: Pac-Fish on November 08, 2011, 11:12:23 PM
My shreck squad was on the other side of the map :P. But TY for the advice

Post Merge: November 09, 2011, 11:15:41 AM
What is the largest thing an M8 mine can destroy ??? Marder III? Infantry HT? Puma? AC?

Also has anyone figured out if a PG squad will tke dmg from a mine if they arre inside an Infantry HT and the HT hits a mine ???
Title: Re: Combat situations
Post by: Pac-Fish on November 20, 2011, 11:00:27 PM
Hooray the server is back  :D :D! Anyways I have a Q. Do tommies take more dmg when building something  ???

Also can someone help me :P? I was playing 2 vs 2 on Rails and Metal and the Brit player litteraly rush as fast as he could to the center to make an MG. I was close to stopping it but failed :'(. He kept building more MG and 17 pdr emplacements while is ally made infantry and stuff of that nature. I didn't have much fuel and was never able to get a Marder on the field and he drove my Wher ally practically to his base. I was PE. What would you have done  ???

Also just a reminder. Has anyone figured out the answers to my previous Q's  ???
Title: Re: Combat situations
Post by: GodlikeDennis on November 21, 2011, 06:03:43 AM
Build a bike against Brits. They DEMOLISH Brit emplacements while they are under construction and allow you to see them from great distances. Yes, Tommies take more damage while building.
Title: Re: Combat situations
Post by: Pac-Fish on November 21, 2011, 06:08:42 AM
But I was PE :P. So how do you stop MG emplacement as PE early on ???
Title: Re: Combat situations
Post by: Cranialwizard on November 21, 2011, 06:33:08 AM
But I was PE :P. So how do you stop MG emplacement as PE early on ???

G43s rape everything. Attack the emplacement while it's being built, and suppress the squad building it if you can.
Title: Re: Combat situations
Post by: GodlikeDennis on November 21, 2011, 06:42:21 AM
G43 blob + MHT. Get JP4 of Hetzer and ATHT (then shreks) when you can, to counter stuart. Shreks are really good against emplacements.
Title: Re: Combat situations
Post by: Pac-Fish on November 21, 2011, 06:45:19 AM
TY for the advice. Also do tommies build faster if more than 1 squad is helping to build at the same time? I always thought this was false but I see my allies do it and I was just curious :P
Title: Re: Combat situations
Post by: GodlikeDennis on November 21, 2011, 07:00:41 AM
Normal engineer units build 25% faster for each squad building. So 1 pio builds a Wehr quarters at 100% speed while 2 build at 125% speed (IIRC). Also, construction speed is based on number of men rather than squads. So losing men will also make you build slower.

Brits don't follow this rule and I've been told that Soviets don't either. It doesn't matter if you have a single tommy or sapper man building something, or over 9000 squads. The building will be constructed at the same pace regardless.
Title: Re: Combat situations
Post by: Dann88 on November 21, 2011, 11:18:27 AM
I was on a 2vs2 with my friend, I was the werhmacht while he was PE. He builded a forward HQ, my mortal team stay behind the building, get hp regen bonus of the PE. When I used med pack for that mortal team, the duration of med pack show it will last FOREVER! So my question is, does the PE HQ regen and WM's medpack stack together? Of course, I was playing EF mod. If they're not stack, maybe somehow the PE's hp regen bonus increase the duration of WM medpack?
Title: Re: Combat situations
Post by: Pac-Fish on November 21, 2011, 12:19:38 PM
I think the HP regeneration should stack :P.

Does KCH HP regen stack too? B/C if Im correct b4 they even get vet 1 they regenerte HP. SO does buying vet 1 for infantry make KCH regenerate HP faster ???

Also do you recommend using a med pack in the middle of a firefight? Under what situations cuase I know they move slowly when they use it but it also helps them fight longer :P
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on November 21, 2011, 01:57:26 PM
But I was PE :P. So how do you stop MG emplacement as PE early on ???

I.e. if you go for increased squads then use scout cars. They can capture, hunt down engineers, flank mgs and destroy MG emplacments while being build.
Title: Re: Combat situations
Post by: Cranialwizard on November 21, 2011, 03:31:50 PM
If you're FLOATING muni and don't have inf vet nor a team mate then be my guest for med packs. I feel like they are a total waste of munitions, you pay 40 munitions for a squad to heal. It sounds like a good idea but if you wanted to execute that for your whole army it's loads of muni you're sinking into healing, which should be going into arty and shrecks and doctrinal stuff.

Wehrmacht healing was always the broken one, even before brit. At least brit healing recovered dead troops and healed multiple squads. US and PE got it made when it comes to healing, PE is more expensive but it affects any building so FHQs are included and also gives you cooldown bonii.

But of course, Inf and Support vet allow for self regen so med packs are rarely used in late game when troops run around with vet 2 and 3.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on November 21, 2011, 04:08:42 PM
But of course, Inf and Support vet allow for self regen so med packs are rarely used in late game when troops run around with vet 2 and 3.

I often use them with KCH before I attack a large group of enemies (after the slow down effect is over ofc).
Title: Re: Combat situations
Post by: GodlikeDennis on November 21, 2011, 05:01:32 PM
I only ever use med packs on snipers and stormies myself. Unless I have a gren squad or something all alone defending an important VP.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on November 21, 2011, 05:22:44 PM
I only ever use med packs on snipers and stormies myself. Unless I have a gren squad or something all alone defending an important VP.

...and also low health flamethrowers.
Title: Re: Combat situations
Post by: Pac-Fish on November 22, 2011, 12:34:01 AM
I dont use med packs often :P. Its just I read somewhere that during in a engagement b/w KCH and rifleman with BAr and suppresion, using medpack helps you win. Also I sometimes see my enemy use em :P.

Also when you upgrade a wher bunker to repair station you get 2 free repair pios. How fast do they repair stuff? Is it worth it  ???
Title: Re: Combat situations
Post by: GodlikeDennis on November 22, 2011, 04:03:38 AM
Yes, repair bunkers are definitely worth it. They seriously cut back on micro required which is very helpful in intense high level battles. It's usually best in a T3 strat where your pumas are constantly being damaged and harassing the enemy.
Title: Re: Combat situations
Post by: Chancellor on November 22, 2011, 07:04:15 AM
Other than the side effect of slowing your men down, do med packs cause more received accuracy or damage?  They never seemed that great in combat, and I've seen vet 3 KCH with a med pack on solidly lose to a PPS43 command squad.  Of course this is counting that KCH naturally suck and that PPS43 / MP40 are somewhat stronger than MP44s at close range, but still, it was pretty bad.\

And was PE healing changed in 2.602 vCoH?  I don't know if this is just an EF thing, but it used to be that any PE building including base flaks could heal, but now it seems only the HQ building can heal.  I miss those days of building my T1 building near my mate's Wehr HQ building to give his men free healing.
Title: Re: Combat situations
Post by: Pac-Fish on November 22, 2011, 07:21:47 AM
I never knew any building could heal ???. I thought you had to be within a distance of your hq :P. Maybe thats just me
Title: Re: Combat situations
Post by: GodlikeDennis on November 22, 2011, 08:08:18 AM
Pretty medpaks just slow you down. No other bad effects. PE healing should be the same as it always was - Everything in HQ sector gets heals and within a radius of FHQs.
Title: Re: Combat situations
Post by: stealthattack1 on November 22, 2011, 05:11:46 PM
hey, i was just wondering, are snipers next to usless against soviets? i know the can take down juicy command squad units+elites, but the soviets are pretty much infantry based. in my experience, snipers dont help much unless you spam them against SU. am i correct?
Title: Re: Combat situations
Post by: SnappingTurtle on November 22, 2011, 05:14:44 PM
Quote
Other than the side effect of slowing your men down, do med packs cause more received accuracy or damage?
Possibly if the game derives accuracy from the actual speed the unit is moving, rather than a discrete state.
Title: Re: Combat situations
Post by: Cranialwizard on November 22, 2011, 05:35:07 PM
hey, i was just wondering, are snipers next to usless against soviets? i know the can take down juicy command squad units+elites, but the soviets are pretty much infantry based. in my experience, snipers dont help much unless you spam them against SU. am i correct?

They're excellent counters to Guards, Strelky, CS, Partis/Navals, support troops...pretty much anything except conscripts, because they'll just swarm your snipers. If you have great sniper micro it's great to get a couple, they do great against any unit and can slowly pick off fighting conscripts. Later in the game they do wonders against sturmovie, mortars etc.
Title: Re: Combat situations
Post by: Chancellor on November 22, 2011, 06:11:42 PM
PE healing should be the same as it always was - Everything in HQ sector gets heals and within a radius of FHQs.

I'm pretty sure it isn't the same.  I'm pretty certain PE buildings themselves gave a heal radius before, including their base flaks even.  FWD HQ can also still heal ofc, but there seems to be a bug with that too.  Sometimes after my PGs (with less than full health) get out of the building they won't heal from the FWD HQ anymore...
Title: Re: Combat situations
Post by: Pac-Fish on November 23, 2011, 12:53:01 AM
Potential bug ???

Hey even if u dont buy vet for your wher sniper does it get progressively better as it kills more and fight more? I only ask b/c during a game I was using my sniper alot and I didnt buy and support vet. It may have been my imagination but it started shooting faster, moving faster(wtf?) and it even got some double shots off (kills 2 units in conscutive rounds like a previously mentioned bug). It had around 16-24 kills or something near the end. It was mainly sniping airborne, engineers, and at gun crews. It never died btw ;D
Title: Re: Combat situations
Post by: GodlikeDennis on November 23, 2011, 09:37:36 AM
Well PE healing should not differ at all from vCoH. Healing should be done on everything within the HQ sector (not from buildings) and within a radius of the FHQs. Sounds like a bug if yours didn't heal.
Title: Re: Combat situations
Post by: donthateme on November 23, 2011, 12:00:15 PM
Sometimes after my PGs (with less than full health) get out of the building they won't heal from the FWD HQ anymore...

i have the same issue sometimes too. but it seems, this bug appears in vcoh too... its probably related to the 4-man-squad-upgrade.
i dont think they changed the PE-healing-(range) of buildings. AFAIK the only thing which got changed is, that USA-rifles can now reinforce at the tankdepot and t3-building...
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on November 23, 2011, 12:16:40 PM
I think it has something to do with the ammo aura of a munitions halftrack. If you have it in your basesector.
Title: Re: Combat situations
Post by: stealthattack1 on November 23, 2011, 06:08:21 PM
@fish, i dont think so. its only allied snipers that get veterancy by experience
Title: Re: Combat situations
Post by: Pac-Fish on November 23, 2011, 10:41:02 PM
@fish, i dont think so. its only allied snipers that get veterancy by experience

which was why it was so weird when my wher sniper started performing better :-\

Hey this is a very weird Q but how can you stop ppl from drop hacking? I realize you can't actually stop the player from leaving but I just wanna know how you guys play so that the other person doesn't leave. I ask b/c this past week I had to ppl drop hack smply b/c they were losing. And another person was winning for a while but I managed to gain control and kill just about all his units so he drop hacked. Do u guys like not play aggresively so that the other person doesn't leave or at least so they stay for a bit ???

And don't take this offensively but I noticed mostly high ranking ppl drop hack. The ppl who drop hacked were lvl 5, 9, and 12 :o. And I was lvl 3 and 5 ^-^
Title: Re: Combat situations
Post by: SublimeSnugz on November 23, 2011, 10:55:13 PM
Quote
how can you stop ppl from drop hacking?

You can't prevent a cheater from cheating, but you can report them if you have evidence.

Cheaters are mostly noobs who got their rank by cheating. Theres also been cases where high ranked players have been caught cheating, maybe because they became too obsessed being on the top leaderboard.
Title: Re: Combat situations
Post by: stealthattack1 on November 23, 2011, 11:20:40 PM
ahh, when a game stops becoming a game, thats when its wrong. as for how to stop people, id say set up a game beforehand and then people will probably not drop. if they do, dont play with them
Title: Re: Combat situations
Post by: Dann88 on November 26, 2011, 07:35:51 AM
I thought when you're dropped... you lost, like angrily use ALT+F4.
Back to topic: in CoH, is there something like: this specific units get bonus dmg when attack another units, like riflesmen with BAR get bonus dmg when attack light vehicles or Stuart light tank get bonus dmg when attack HTs? ???
Title: Re: Combat situations
Post by: Pac-Fish on November 27, 2011, 03:01:44 PM
In your opinion is it worth it to buy a Ostwind or should I just get Panzer IV's? IMO the PIV is accurate at killing infantry and usually kills 1-2 soldiers with every shot. It can also tackle mdeium vehicles and heavy vehicles if you circle them effectively. Vet 2 also offers an MG and Vet 3 offers protection vs Stickies.

However the Ostwind IMO is a bit innaccurate vs infantry and doesn't really kill them in one shot. It sorta deals splash dmg and causes them to scatter. It doesn't come with an MG for obvious reasons. And it can tackle up to light armor b4 having to retreat(unless you want to circle a churhill with a Ostwind :P) Its vet makes it more accurate and take less dmg but offers no protection vs stickies. Yes, it can shoot planes down but not so well :-\

So should I keep making Ostwinds or just stick to PIV  ???
Title: Re: Combat situations
Post by: GodlikeDennis on November 27, 2011, 03:09:41 PM
Against a really heavy infantry spammer or if you are rushing T4 you should go an Ostwind. A lot of the time I just get P4s though. Osts are better vs Sovs though and a 2 Ost/1 Panther combo is pretty dominating, with other support of course.

Conclusion: P4 vs US. Ost vs Sovs or with fast T4 (map dominance) against US.
Title: Re: Combat situations
Post by: Cranialwizard on November 27, 2011, 03:14:10 PM
P4s offer better splash and AT while Ost offer better fire rate and anti-aircraft capabilities (Shoots airborne reinforcements quick!)

Dennis is right though. Soviets have a hard time handling ostwinds, while P4s are better for fighting US as the splash damage breaks up those blobs.
Title: Re: Combat situations
Post by: Pac-Fish on November 27, 2011, 04:39:09 PM
What about against Brits/RMC? What works best  ???
Title: Re: Combat situations
Post by: GodlikeDennis on November 27, 2011, 04:59:18 PM
Anything is good against Brits :P. I normally just spam Panthers or Stugs against Brits (IF I do go tanks which is rare).
Title: Re: Combat situations
Post by: Cranialwizard on November 27, 2011, 05:56:41 PM
I usually use StuGs for anti-tank purposes but if there's tons of infantry I'll just charge it to crush em' all. Takes a good bit of micro but if there's not a PIAT spam in the mix you just kill em easily.
Title: Re: Combat situations
Post by: stealthattack1 on November 27, 2011, 10:06:31 PM
I'll just charge it to crush em' all.
gotta love the blitzkrieg ability :D
Title: Re: Combat situations
Post by: Pac-Fish on November 28, 2011, 02:44:16 AM
I'll just charge it to crush em' all.
gotta love the blitzkrieg ability :D

"We're almost outta ammo! And Klaus' aim sucks! What do we do?"
"Run their asses over! Put the petal to the metal!"
Title: Re: Combat situations
Post by: GodlikeDennis on November 28, 2011, 03:34:50 AM
I never use BK ability except in Tiger vs Pershing battles. I just don't find it worthwhile.
Title: Re: Combat situations
Post by: Chancellor on November 28, 2011, 04:03:29 AM
BK is one of those useless abilities.  It should have been worth 75 munis total.  Letting infantry and tanks move faster and attack faster should be just worth 50 munitions.  Letting tanks run over shit should be worth an additional 25 munis only, not a whooping extra 75.

FTFL is 10x better than this, and its worth only 50 total.
Title: Re: Combat situations
Post by: Cranialwizard on November 28, 2011, 04:10:30 AM
BK is one of those useless abilities.  It should have been worth 75 munis total.  Letting infantry and tanks move faster and attack faster should be just worth 50 munitions.  Letting tanks run over shit should be worth an additional 25 munis only, not a whooping extra 75.

FTFL is 10x better than this, and its worth only 50 total.

True story, I wasn't referring to blitzkrieg. Infact I think you'd be more likely to miss charging them with BK enabled. It's way overpriced and it only really helps with Tiger/Panther reloads. I crush by using a movement bug that allows the StuG series to move completely sideways, or sideswiping blobs, an easy way to kill em'.

For the Fatherland sounds like a bad ability because it only affects troops in friendly areas but it's a HUGE defensive bonus. It's a great ability.

I thought it was 45 muni though?
Title: Re: Combat situations
Post by: Pac-Fish on November 28, 2011, 04:18:21 AM
I crush by using a movement bug that allows the StuG series to move completely sideways, or sideswiping blobs, an easy way to kill em'.

How do you do this ???

I thought it was 45 muni though?

Correct  :D. Inspired Assault is 50 muni, FTFL is 45 :P
Title: Re: Combat situations
Post by: GodlikeDennis on November 28, 2011, 04:24:26 AM
Yeah I was responding to someone else about the BK. IA is another of those bad abilities because there is a severe tradeoff. At least IA is only 50MU so it can actually be utilised at situational times whereas BK is too expensive and you always feel like you're not getting enough beneefit, especially when it sometimes makes things worse.

FTFL is potentially the best and most useful power in the game IMO.
Title: Re: Combat situations
Post by: Pac-Fish on November 28, 2011, 04:30:03 AM
I read somewhere if your troops use IA and stand in green cover, the effects sorta negate and your troops are fine. Is this true? If so Im using IA more ;D. Also I read somwhere that IA doesn't effect snipers as dramatically as b4. WHat happens to snipers now when they use IA ???
Title: Re: Combat situations
Post by: GodlikeDennis on November 28, 2011, 04:35:52 AM
Snipers would fire at insane rates with IA on. A single sniper could demolish entire squads in seconds if he was vet3.

It doesn't make a difference where you stand with IA, you still receive the same debuff. However, like the rest of the game, it is best to stand in green cover over any other type. It just won't be as effective as green cover without IA on.
Title: Re: Combat situations
Post by: Pac-Fish on November 28, 2011, 04:38:06 AM
Snipers would fire at insane rates with IA on. A single sniper could demolish entire squads in seconds if he was vet3.

Does this still apply ???

It doesn't make a difference where you stand with IA, you still receive the same debuff. However, like the rest of the game, it is best to stand in green cover over any other type. It just won't be as effective as green cover without IA on.

So would u recommend using IA in Green cover or just using it when overwhelming the enemy ???
Title: Re: Combat situations
Post by: Cranialwizard on November 28, 2011, 04:40:25 AM
I crush by using a movement bug that allows the StuG series to move completely sideways, or sideswiping blobs, an easy way to kill em'.

How do you do this ???


Click a shit ton to the forward-right or foward-left of the direction the StuG/StuH is facing and sometimes it won't stand still and turn, rather the entire thing will just do a sideswipe and if there's any infantry nearby they get hit by a pretty large moving target. There isn't any getting up from being crushed. (In a game last night I saw my mate's medic try to rescue a guy whom was crushed, and still UNDER the stationary tank. The medic got crushed too)
Title: Re: Combat situations
Post by: stealthattack1 on November 28, 2011, 07:44:45 PM
wow. how long did you play b4 you figured that one out? or did you Google it?
Title: Re: Combat situations
Post by: Max 'DonXavi' von B. on November 28, 2011, 08:30:15 PM
wow. how long did you play b4 you figured that one out? or did you Google it?
The mystery of the drifting StuG is no secret.. ;)
Title: Re: Combat situations
Post by: stealthattack1 on November 28, 2011, 09:12:18 PM
now im scared.

Im all thinking im gonna play as soviets in a game and 32 frikin stugs come over and drift right into my vet3 shock guard/tank hunter blob.
Title: Re: Combat situations
Post by: Cranialwizard on November 28, 2011, 09:22:34 PM
now im scared.

Im all thinking im gonna play as soviets in a game and 32 frikin stugs come over and drift right into my vet3 shock guard/tank hunter blob.

Keyword Tankhunter.

Doing a StuG armor drift into a blob of anti-tank infantry is never a good decision because in 1.5 Krak Grenades do lots of damage, you also risk missing your target for crushing or running into a few zooka's and getting owned.
Title: Re: Combat situations
Post by: Pac-Fish on November 29, 2011, 01:56:19 AM
32 frikin stugs come over and drift right into my vet3 shock guard/tank hunter blob.

The fact there are 32 StuG probably means te Axis player probably doesn't even have to run u over. Just shoot ;D
Title: Re: Combat situations
Post by: stealthattack1 on November 29, 2011, 02:05:31 AM
yea. but driftings cooler
Title: Re: Combat situations
Post by: Pac-Fish on November 29, 2011, 02:12:18 AM
yea. but driftings cooler

http://www.youtube.com/watch?v=WBCjszzBpns&feature=related

STUG LYFE
Title: Re: Combat situations
Post by: stealthattack1 on November 29, 2011, 09:46:39 PM
lol, what is even the point?
Title: Re: Combat situations
Post by: Pac-Fish on November 30, 2011, 12:14:57 AM
Of what my comment or the video :P
Title: Re: Combat situations
Post by: stealthattack1 on November 30, 2011, 12:21:18 AM
video. your comment was funny.
Title: Re: Combat situations
Post by: Pac-Fish on November 30, 2011, 01:25:45 AM
You were talking about moving StuGs. I thought I'd be appropriate to put that vid  ;D
Title: Re: Combat situations
Post by: Pac-Fish on December 29, 2011, 01:21:04 AM
I've got a general question that doesn't involve any paticular faction.

I've come to notice that some maps have important points that will eventually grant you victory if you posess them. They dont necessarily need to be med/high reasourc points but important map points that allow you to defend an area better or link terrtory together.. My question is wha are some of those points? Can you give some examples ???
Title: Re: Combat situations
Post by: Mattdamon07 on December 29, 2011, 01:48:58 AM
well on montargis if you capture the muntions and secure them with mgs AT and maybe few inf early game the grants a massive advantage for blitz and terror doc. the fuel on the map is also important if you want to roll in some panzers. you dont have to rush the fuel but it is better if you sneak a few mgs there with some engineers/pios with flames. the left side of the map is not important but it is nice to have also.
Title: Re: Combat situations
Post by: Pac-Fish on December 29, 2011, 04:13:05 AM
Im sorta talking about the automatch maps for 1 vs 1 and 2 vs 2. But ty for the advice :P
Title: Re: Combat situations
Post by: GodlikeDennis on December 29, 2011, 05:10:01 AM
The ango cutoffs, the top right area on Sturz, the Church area on Semois.
Title: Re: Combat situations
Post by: Cranialwizard on December 29, 2011, 05:54:05 AM
The ango cutoffs, the top right area on Sturz, the Church area on Semois.

The Square on St. Mere Dumont
Title: Re: Combat situations
Post by: Pac-Fish on December 29, 2011, 01:56:37 PM
the top right area on Sturz

Whats so good about this spot? I wouldnt know :P

Also I've started to notice that ppl run straight for certain spots (ex:Rails and Metal: medium fuel near left VP) and skip all the spots closer to their base. What are some of these important points? Do they even matter or should I just cap in a straight line?
Title: Re: Combat situations
Post by: GodlikeDennis on December 29, 2011, 05:31:27 PM
Bottom square on Lorraine, lower mid house on R&M, 4 points on middle left of McGechans (the medium points), center island on the Scheldt :P.

That area on Sturz holds a majority of the fuel. Very important.
Title: Re: Combat situations
Post by: Cranialwizard on December 29, 2011, 06:17:25 PM
the top right area on Sturz

Whats so good about this spot? I wouldnt know :P

Also I've started to notice that ppl run straight for certain spots (ex:Rails and Metal: medium fuel near left VP) and skip all the spots closer to their base. What are some of these important points? Do they even matter or should I just cap in a straight line?

In 1v1s the fuel is the most important aspect of the game for any faction during the early stages. That area offers the best fuel intake, also a decent amount of cover. Control the Fuel, Control the game. Ammo doesn't buy tanks, but it's good to have with doctrinal abilities/upgrades for troops.
Title: Re: Combat situations
Post by: Pac-Fish on December 30, 2011, 01:47:12 AM
Since you bring that up what reasource do you consider more important? Fuel or Muni? I know its situational and both are important (im not that much of a noob :P) but if you had to chose one what would it be ???
Title: Re: Combat situations
Post by: GodlikeDennis on December 30, 2011, 06:11:46 AM
Manpower is the most important, followed by fuel, then by munitions.

Manpower is most important because everyone gets (almost) the same limited amount of manpower and this income is used to possess the other resource points through units. All units, buildings and non-individual unit upgrades cost manpower as well so it is used the most by far. Conservation of manpower is the key to the game, which is why it's the most important resource to balance as well, through upkeep, reinforcement costs and build costs.
Title: Re: Combat situations
Post by: Pac-Fish on December 30, 2011, 06:25:52 AM
BTW is there any way for mp rate to increase? I know US has supply yard and SU has their version of a supply yard upgrade but do the other factions have a way to do this? PE has funkwagen (which I've been told not to build) but what about Brits and Wher?
Title: Re: Combat situations
Post by: donthateme on December 30, 2011, 10:55:23 AM
Since you bring that up what reasource do you consider more important? Fuel or Muni? I know its situational and both are important (im not that much of a noob :P) but if you had to chose one what would it be ???

It depends on the map, the fraction you play, what strategy you want to play (fast tanks) and what your enemy is playing.

Fuel is most important for PE and USA in early game, cause you need to get teching-advantage by getting fast T3 (M8) or fast bars as USA or fast HT/healing/AC as PE, where as Wehrmacht dont need any fuel (only few fuel for T2-tech) in the bginning. Only if Wehr-player goes fast T3 for puma he will need fuel. So normally Wehr needs every ammo they can get in early/mid-game, only in lategame they need fuel for Vet and Tanks.

BTW is there any way for mp rate to increase? I know US has supply yard and SU has their version of a supply yard upgrade but do the other factions have a way to do this? PE has funkwagen (which I've been told not to build) but what about Brits and Wher?

Like you said, USA has supply-yard (-upgrade), which is central and very important in USA-gameplay (especially if you play a lot with Inf.). USSR has also a supply-yard-upgrade in Tankdepot. In general just try to get map for good MP-income and dont waste your MP by going in battles you know you cant win.
Title: Re: Combat situations
Post by: SnappingTurtle on December 31, 2011, 12:53:06 AM
How can you reduce manpower upkeep for USSR? I know of the armoury upgrade only.
Title: Re: Combat situations
Post by: Blackbishop on December 31, 2011, 01:26:09 AM
IIRC, for every vet level, the commissar grants you a MP upkeep bonus. Also, when you build the armoury, you get a passive MP upkeep bonus too.
Title: Re: Combat situations
Post by: Pac-Fish on December 31, 2011, 04:31:52 AM
Also, when you build the armoury, you get a passive MP upkeep bonus too.

Really? By how much mp?
Title: Re: Combat situations
Post by: Chancellor on December 31, 2011, 07:58:12 AM
A passive 10% upkeep reduction.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on December 31, 2011, 01:08:49 PM
+ you can buy the Weapon Reserves upgrade.
Title: Re: Combat situations
Post by: Tankbuster on December 31, 2011, 05:30:12 PM
IIRC, for every vet level, the commissar grants you a MP upkeep bonus. Also, when you build the armoury, you get a passive MP upkeep bonus too.
Never noticed this... nice
Title: Re: Combat situations
Post by: Pac-Fish on December 31, 2011, 06:32:44 PM
SU gets so much of their mp back :P. Too bad they lose so much muni  :'(
Title: Re: Combat situations
Post by: GodlikeDennis on January 01, 2012, 04:43:55 AM
Nope.
Title: Re: Combat situations
Post by: Cranialwizard on January 01, 2012, 07:48:21 AM
SU gets so much of their mp back :P. Too bad they lose so much muni  :'(

Nope.

QFT.

Nope.
Title: Re: Combat situations
Post by: Pac-Fish on January 01, 2012, 03:54:26 PM
Errr do you guys means "nope" they don't get their muni back or "nope" Im wrong  ???
Title: Re: Combat situations
Post by: GodlikeDennis on January 01, 2012, 05:45:28 PM
You're wrong.
Title: Re: Combat situations
Post by: Cranialwizard on January 01, 2012, 06:00:26 PM
You're wrong.
Title: Re: Combat situations
Post by: Pac-Fish on January 02, 2012, 01:31:26 AM
You're wrong.

What am I wrong about? That they get alot of their mp rate back or that they dont get alot of muni?
Title: Re: Combat situations
Post by: GodlikeDennis on January 02, 2012, 04:59:09 AM
The latter.
Title: Re: Combat situations
Post by: stealthattack1 on January 03, 2012, 06:39:07 AM
wow. talk about an influx of two word sentences. if this is what 2012 is gonna be like the apocalypse might as well have just happened.
Title: Re: Combat situations
Post by: GodlikeDennis on January 03, 2012, 06:43:53 AM
Hurt eyes? Bad grammar?
Title: Re: Combat situations
Post by: stealthattack1 on January 03, 2012, 06:47:02 AM
good excuses. and thank you for doubling your word count ;) but ill stop spamming.
Title: Re: Combat situations
Post by: Pac-Fish on January 03, 2012, 06:59:43 AM
Hurt eyes? Bad grammar?

Dont you mean Eyes hurt as you are asking him? :P

But back On topic everybody (or at least unitl someone has a new q)
Title: Re: Combat situations
Post by: Pac-Fish on January 05, 2012, 03:15:10 AM
Is it just me or is Wolfhenze not a very good map? There are very few points and IMO favors Brits + WHer since they are defensive and Brits lock down ability just fucks with this map. Its hard to cut off the enemy and the map is very small. And there isnt that much fuel which is worse for Ami and PE players to rush light armor out  :P. But there is alot of muni. And once arty is made, it practically covers the whole map sonce its that small :(. And its not very easy to flank. In addition the two buildings in the middle are bound to have an MG and Mortar ::). And your starting MGs (the ones in your base) are in a bad position on the bottom side, allowing your enemy to screw around with your buildings and blow stuff up. This isnt as bad in the top of the map but still :'(
Title: Re: Combat situations
Post by: Mattdamon07 on January 05, 2012, 07:43:56 AM
Is it just me or is Wolfhenze not a very good map? There are very few points and IMO favors Brits + WHer since they are defensive and Brits lock down ability just fucks with this map. Its hard to cut off the enemy and the map is very small. And there isnt that much fuel which is worse for Ami and PE players to rush light armor out  :P. But there is alot of muni. And once arty is made, it practically covers the whole map sonce its that small :(. And its not very easy to flank. In addition the two buildings in the middle are bound to have an MG and Mortar ::). And your starting MGs (the ones in your base) are in a bad position on the bottom side, allowing your enemy to screw around with your buildings and blow stuff up. This isnt as bad in the top of the map but still :'(


yes i strongly agree. Playing as PE on this map is easy if you rush with luftwaffe a cover ground quickly to stop the brits locking down everywhere. otherwise scorched earth is also good since there are few markers which means bigger territories so you use the overwatch thing. also booby trapping the key buildings is a good idea.
Title: Re: Combat situations
Post by: Pac-Fish on January 06, 2012, 11:20:59 PM
Hey guys is it worth it to keep your units in suppresion? Do they even do any damage or do they just craw around?

For example: A rifleman squad with BARs uses suppresive fire and  pins your volks or grens. They are crawling around in green cover. Is it worth it to wait out the suppresion or should you retreat?

Also if you activate suppresive fire from BARs do you have to be standing still or can you run towards the enemy and still suppress them ???

In addition do BARs help long range combat or do they just improve battefield performance (like Bren guns)
Title: Re: Combat situations
Post by: GodlikeDennis on January 07, 2012, 12:28:32 AM
You can try nading the suppressing unit if he's stationary in cover. You shouldn't really have been charging him unless you were planning on that anyway. Suppressed units do far less damage than normal troops. Only keep suppressed units under fire if they're a distraction while other units attack or you are crawling to use an ability. The only exception is if you have a vastly superior squad/blob and are trying to focus fire low health enemy squads.

Suppressive fire is a squad modifier, not a targeted ability, so you can move while it is in effect. It basically improves suppression, increases fire rate and decreases accuracy. It is best to get up close where the accuracy won't be as bad. Also note that you can change targets while the ability is active and suppress multiple squads. The second half of the ability actually has more suppression than the first so it is designed to do this.

I don't understand this question:

...
In addition do BARs help long range combat or do they just improve battefield performance (like Bren guns)

BARs are solid weapons at all ranges.
Title: Re: Combat situations
Post by: Pac-Fish on January 07, 2012, 02:07:24 AM
I mean like G43 imroves long range capabilites. I was just wondering if its the same for BARs  :P
Title: Re: Combat situations
Post by: Pac-Fish on January 09, 2012, 02:51:43 AM
I kinda suck at all the Operations. Can you guys give me some tips ???

And is it just me or does the Panther suck on Operation Panzerkrieg? It lost 1/4 of its health to a Hellcat shot, misses like 30% of the time, and when it actually does hit, the dmg absolutely sucks. The Churchill managed to beat my panther and we were facing each other! And the Hellcat seems a but too OP. Cloak, fast speed, and superb dmg?

And what is the point of calling in regular infantry. I hardly does any dmg vs other infantry and you can just run over them. WTF is the point ???
Title: Re: Combat situations
Post by: Mattdamon07 on January 09, 2012, 03:50:38 AM
I kinda suck at all the Operations. Can you guys give me some tips ???

And is it just me or does the Panther suck on Operation Panzerkrieg? It lost 1/4 of its health to a Hellcat shot, misses like 30% of the time, and when it actually does hit, the dmg absolutely sucks. The Churchill managed to beat my panther and we were facing each other! And the Hellcat seems a but too OP. Cloak, fast speed, and superb dmg?

And what is the point of calling in regular infantry. I hardly does any dmg vs other infantry and you can just run over them. WTF is the point ???

Panther is good , but so is hotchkiss, dont go for PanzerIV its pretty shit. Hotchkiss is great once you get the rapid fire and barrel extentsion upgrades.
Title: Re: Combat situations
Post by: GodlikeDennis on January 09, 2012, 04:56:01 AM
Hellcat is insanely OP in Panzerkrieg. It can 2 hit any enemy tank when played right, including the Panther.
Title: Re: Combat situations
Post by: Mattdamon07 on January 09, 2012, 05:27:27 AM
Hellcat is insanely OP in Panzerkrieg. It can 2 hit any enemy tank when played right, including the Panther.

hell yeah its op in panzerkrieg, hotchkiss rapes it though
Title: Re: Combat situations
Post by: Pac-Fish on January 09, 2012, 11:48:50 AM
Hellcat is insanely OP in Panzerkrieg. It can 2 hit any enemy tank when played right, including the Panther.

Will this ever be fixed ???. Just wondering :P
Title: Re: Combat situations
Post by: Mattdamon07 on January 09, 2012, 11:57:09 AM
probaly not, its still pretty balanced all round though
Title: Re: Combat situations
Post by: Jeff 'Robotnik' W. on January 09, 2012, 08:51:46 PM
maybe we could balance panzerkreig a little, since it looks like relic wont
Title: Re: Combat situations
Post by: Mattdamon07 on January 10, 2012, 12:39:13 AM
maybe we could balance panzerkreig a little, since it looks like relic wont


Maybe they will, but not many people play panzer krieg. i thinks its boring.
Title: Re: Combat situations
Post by: Pac-Fish on January 10, 2012, 02:44:50 AM
I want to play the COH operations but the ppl who host these games keep complaining "Oh, you're not lvl 5 or up! GTFO!". And then I get kicked ::). And all the ppl who host the game want to be US and they all us Hellcats (WTF!?!?!!)

And then other ppl INSIST that the room is full and if it isn't they wait forever so I just leave  ::)
Title: Re: Combat situations
Post by: Mattdamon07 on January 10, 2012, 03:07:29 AM
I want to play the COH operations but the ppl who host these games keep complaining "Oh, you're not lvl 5 or up! GTFO!". And then I get kicked ::). And all the ppl who host the game want to be US and they all us Hellcats (WTF!?!?!!)

And then other ppl INSIST that the room is full and if it isn't they wait forever so I just leave  ::)

Yeh i know i see it all the time, level 5 and up games are fucking stupid cause everyone is pretty much less than level 5.
Title: Re: Combat situations
Post by: Pac-Fish on January 10, 2012, 03:23:21 AM
I know. When there are so few ppl willing to play operations, you cant be picky  ::). And some ppl are new  :P
Title: Re: Combat situations
Post by: Pac-Fish on January 10, 2012, 05:21:29 AM
What would win 1 vs 1: Upgunned Sherman or Vet 3 Panzer IV? What if the Upgunned Sherman had vet?
Title: Re: Combat situations
Post by: GodlikeDennis on January 10, 2012, 05:26:27 AM
Hard one to say. Probably the Upgunned Sherman, especially with vet. The upgun is a much better improvement for tank battles than the P4 vet.
Title: Re: Combat situations
Post by: Mattdamon07 on January 10, 2012, 05:41:33 AM
its so damm annoying
Title: Re: Combat situations
Post by: Pac-Fish on January 10, 2012, 05:42:46 AM
its so damm annoying

What is ???. Shermans?
Title: Re: Combat situations
Post by: Mattdamon07 on January 10, 2012, 05:47:11 AM
yep
Title: Re: Combat situations
Post by: Pac-Fish on January 10, 2012, 05:54:24 AM
its so damm annoying

What is ???. Shermans?

Why? They cost more than Panzer IVs (10 fuel more) and 1 vs 1 w/o any vet or upgrades, I think a Panzer IV would win  :P
Title: Re: Combat situations
Post by: Mattdamon07 on January 10, 2012, 06:50:21 AM
because they take way too much hits too die, it should of been cheaper but weaker.
Title: Re: Combat situations
Post by: Jeff 'Robotnik' W. on January 11, 2012, 03:39:54 AM
sherman is basically equivalent to the panzer IV


a regular unupgraded sherman is equivalent to a panzer IV but will lose to a vet 1 panzer IV. a vet 2 sherman will also most likely lose a a vet 1 panzer IV as well. an upgunned sherman at any vet will beat a vet 1 panzer IV usually. and a vet 3 sherman will beat a vet 3 panzer IV. that first bit of tank veterancy is important for german tanks
Title: Re: Combat situations
Post by: stealthattack1 on January 11, 2012, 05:42:31 PM
sherman are pretty good. i dont micro very well, but when i play against panzer elite as americans, i can usually (depending on the player) destroy a marder 3 with an unvetted sherman.
Title: Re: Combat situations
Post by: Pac-Fish on January 12, 2012, 12:28:49 AM
A snigle marder(alone, no help) vs a single tank (or M8) will usually use. You should probably support it with shreck or another AT vehicle :P
Title: Re: Combat situations
Post by: stealthattack1 on January 12, 2012, 01:04:00 AM
usually i try. but when nothing is around, what can i do?
Title: Re: Combat situations
Post by: Tankbuster on January 12, 2012, 07:19:59 AM
Just used this tactic with the brits (RMC)

Buttoned a KT

Got commandos to wire the KT


KABOOM.
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on January 12, 2012, 09:24:17 AM
Remember the demo charge will not destroy the kt and a real wehr player usually has support troops at least in the near of it.
Title: Re: Combat situations
Post by: Tankbuster on January 12, 2012, 09:51:11 AM
It made the KT run away
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on January 12, 2012, 11:10:28 AM
...and gets repaired again and you wasted 50 ammo.
Title: Re: Combat situations
Post by: Tankbuster on January 12, 2012, 05:28:08 PM
Who cares. Making the KT run away with it's tail tucked between its legs was priceless. Also I had two PIAT sappers ambush the KT. That took care of it.
Title: Re: Combat situations
Post by: stealthattack1 on January 12, 2012, 10:01:59 PM
sound like its good for shiggles, but in a real game, a waste.
Title: Re: Combat situations
Post by: Pac-Fish on January 12, 2012, 11:26:46 PM
Its a waste if the KT has full health and its supported. Its not necessarily a waste if the KT is heavily wounded and alone. Just realize the KT will still be moving, even though its buttoned and may run over ur commandos  :P
Title: Re: Combat situations
Post by: Pac-Fish on February 17, 2012, 12:39:45 AM
Do you guys ever put your snipers in buildings? I usually don't but I was just curious :P. Other than not taking as much bullet fire, do they gain any sort of bonus in a building ???
Title: Re: Combat situations
Post by: Cranialwizard on February 17, 2012, 01:03:11 AM
Do you guys ever put your snipers in buildings? I usually don't but I was just curious :P. Other than not taking as much bullet fire, do they gain any sort of bonus in a building ???

Never. Ever.

Putting a sniper in a building is basically like setting a sniper in the open with no camo. He is exposed and what's worse is that enemy snipers will have an easier time targeting him for a counter sniper.

The only way snipers were ever effective in buildings was when the church bug occurred. 1 sniper could gun down 2 rifle squads in a matter of seconds because of all the window opportunities. This was fixed in a 2.xx patch IIRC though
Title: Re: Combat situations
Post by: GodlikeDennis on February 17, 2012, 02:38:24 AM
The only building I ever put Snipers in is the HQ when there's a base rush occurring. It's the safest place to put him if he's already discovered. Other than that, it just paints a massive target on him. Additionally, a Sniper should be out of range of normal gunfire anyway. If he's in a building, he's better protected than the open but is still actually getting shot. Snipers should be kiting at max range with an infantry wall in between.
Title: Re: Combat situations
Post by: Chancellor on February 17, 2012, 04:42:14 AM
I have my own question about the sniper.

Lets say there is an enemy sniper in a building, but there is also another squad in the building.  Do I still shoot the building with my sniper?  If my sniper kills someone in the building will it be the enemy sniper?  If not, and the enemy sniper returns fire, will he prioritize my own sniper over other squads?
Title: Re: Combat situations
Post by: GodlikeDennis on February 17, 2012, 04:46:21 AM
If the Sniper is in a window that your Sniper can see, he will prioritise him. If not, the enemy Sniper will have to change window and won't shoot back in time anyway.
Title: Re: Combat situations
Post by: Pac-Fish on February 17, 2012, 12:28:38 PM
IMO you should put ur sniper in a building if lets say a bike is looking for you but you know there is no counter sniper in the area. Just hold out till help arrives :P.

I once tried sniping a building with a sniper. He missed and I died :(.

BTW I thought snipers had 100% accuracy vs other snipers? I only ask b/c I was playing a game and my sniper and the enemies sniper litterally missed twice :P. Its was fun to watch though XD.
Title: Re: Combat situations
Post by: Cranialwizard on February 17, 2012, 12:46:50 PM
IMO you should put ur sniper in a building if lets say a bike is looking for you but you know there is no counter sniper in the area. Just hold out till help arrives :P.

I once tried sniping a building with a sniper. He missed and I died :(.

BTW I thought snipers had 100% accuracy vs other snipers? I only ask b/c I was playing a game and my sniper and the enemies sniper litterally missed twice :P. Its was fun to watch though XD.

In eastern front they do. That was corrected because it is annoying as hell to be the guy who misses when you snipe. You will always miss 1/4 of the shots you take at an enemy sniper on vcoh.
Title: Re: Combat situations
Post by: GodlikeDennis on February 17, 2012, 01:29:53 PM
Snipers have 100% accuracy (75% at close range but who cares) against other snipers when stationary. When they move, they only have 50% accuracy. In EF, they have 100% accuracy in all cases.
Title: Re: Combat situations
Post by: Cranialwizard on February 17, 2012, 01:42:53 PM
Snipers have 100% accuracy (75% at close range but who cares) against other snipers when stationary. When they move, they only have 50% accuracy. In EF, they have 100% accuracy in all cases.

I stand corrected forgot the moving part.
Title: Re: Combat situations
Post by: Pac-Fish on February 17, 2012, 08:56:33 PM
Then why is it when I was playing EF on the map Kursk, we missed so many sniper shots? :P

To elaborate on the situation I saw a decloaked sniper moving and I was moving and I fired. I missed and realized he was decloaked and cloaked. Then he accidentally fired at someone else and uncloaked. I fired again and killed him. A second enemy sniper tried firing at me and missed (lol). We both cloaked and got next to each other, decloaking each other as well XD. I fire and killed him (hehe :P)

Is there any reason this happened ???
Title: Re: Combat situations
Post by: SnappingTurtle on February 17, 2012, 10:30:22 PM
And yet EF says it doesn't change anything from vanilla? That's a massive change.
Title: Re: Combat situations
Post by: Cranialwizard on February 18, 2012, 12:24:47 AM
And yet EF says it doesn't change anything from vanilla? That's a massive change.

Historically there were a few changes to vanilla brought about by Budwise and his gang. Up until 1.6 we kept 3:
*Strafe Siren
*Brens can't button in roos
*Snipers have 100% accuracy

We got rid of the strafe siren and kept the other two. When you invest in a sniper you have to take precautions and ensure that you won't encounter a counter sniper, thus being careful with your shots. Where as if you are countersniping, you should know your limits and how to bait the enemy. There is nothing more frustrating than having your counter sniper miss a stationary or uncloaked sniper and get killed by the sniper.

The bren no button was added because Roos are gay. Put 2-3 PIATs and a Bren in a Roo and it's like a mobile goddamn FORT. Any tank like a Panther that would actually have a chance, wouldn't, because the bren would button, and then the Roo main gun and the PIATs inside would just decimate the panther. Since editing the Roo's stats to compensate for this is against our general policy of "No Vcoh Changes", we decided to eliminate the buttoning instead. Does it make any sense you can fire a LMG through the wall of your HT?
Title: Re: Combat situations
Post by: Pac-Fish on February 18, 2012, 12:27:08 AM
Then can you explain what happened to me? Im not trying to sound mean, Im just wondering :P. Maybe the map Kursk causes problems ???. Maybe the snipers dont have 100% accuracy against other ones ???
Title: Re: Combat situations
Post by: Cranialwizard on February 18, 2012, 12:31:54 AM
Then can you explain what happened to me? Im not trying to sound mean, Im just wondering :P. Maybe the map Kursk causes problems ???. Maybe the snipers dont have 100% accuracy against other ones ???

Unless we removed it, which I don't think we did, it shouldn't have happened.
Title: Re: Combat situations
Post by: GodlikeDennis on February 18, 2012, 04:48:58 AM
In the open, Snipers should not miss each other unless they're retreating or there's smoke in the way. Buildings are dodgy though. You have to make sure you're facing the window the Sniper is in and even then, I think there's a 25% chance he will miss.
Title: Re: Combat situations
Post by: Pac-Fish on February 27, 2012, 06:13:53 AM
Does veterancy improve the efficiency of grenades in any way?
Title: Re: Combat situations
Post by: GodlikeDennis on February 27, 2012, 10:06:14 AM
Hmm the only thing that would increase it is the damage buff and rifles get a far larger bonus.
Title: Re: Combat situations
Post by: Dann88 on March 11, 2012, 10:16:57 AM
is there any different between using Volk to take a MG and using Gren to recrew a MG? Will the HMG crews stronger if using gren? Same with SU guard, will the HMG be strong like original guard who recrew that HMG?
Title: Re: Combat situations
Post by: Cranialwizard on March 11, 2012, 12:21:11 PM
is there any different between using Volk to take a MG and using Gren to recrew a MG? Will the HMG crews stronger if using gren? Same with SU guard, will the HMG be strong like original guard who recrew that HMG?

I don't think there are any carrying bonuses as most things are weapon dependent. The only thing that would be glaringly different is that the crew would have a different amount of health and a new armor depending on what you crew it with. (Guards recrew -> High Health Elite Armor)

Not particularly sure if it works the same like Wehrmacht or not. If you have a Vet 2 Gren with Elite Armor, and he crews a weapon with vet 0, I don't think his armor would be DOWNGRADED per se.
Title: Re: Combat situations
Post by: Pac-Fish on March 11, 2012, 06:36:36 PM
Also weapon crews usually have a third man using a pistol. If you recrew it with say Grens, the third man with basically be a Gren fighting.
Title: Re: Combat situations
Post by: Cranialwizard on March 11, 2012, 06:46:51 PM
As Wehrmacht you should always be trying to recrew with Volks.
Title: Re: Combat situations
Post by: Pac-Fish on March 11, 2012, 06:52:52 PM
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.
Title: Re: Combat situations
Post by: Cranialwizard on March 11, 2012, 06:57:15 PM
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.

Well after that your next best is Grens XD
Title: Re: Combat situations
Post by: EasyCalic on March 11, 2012, 07:25:02 PM
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.

Well after that your next best is Grens XD

Alternately, Storms... or a bunch of magicians.
Title: Re: Combat situations
Post by: Cranialwizard on March 11, 2012, 07:36:05 PM
True. But if you dont have any VOlks around, what can you do? :P.

And I highly recommend you don't recrew with pios or KCH for obvious reasons unless you are desperate.

Well after that your next best is Grens XD
Alternately, Storms... or a bunch of magicians.


No, never storms. Too much reinforce for what it's worth.

Title: Re: Combat situations
Post by: Pac-Fish on March 11, 2012, 08:23:15 PM
Storms take forever to reinforce. Probably not really worth it. 47 mp per man IIRC. Thats like a pio squad right there XD.
Title: Re: Combat situations
Post by: jdogg on March 12, 2012, 01:45:30 AM
with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P
Title: Re: Combat situations
Post by: Cranialwizard on March 12, 2012, 01:55:02 AM
with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P

Yes, it matters.

Volks are ideal for reinforcing because of their cheap reinforce cost and they are 5 men. It takes 3 men to recrew a weapon.

Squads like Pioneers, Pgrens, Engineers and KCH, are 3 members or below. When you recrew you lose the entire squad's practicallity. Why would you sacrifice the MP44 wielding badassery of the KCH, which are 360 manpower to make, for a measly MG that you can just make a new one for 250 mp?

That's why re-crewing with Volks is ideal. For 66 manpower you can reinforce the lost weapon.
Title: Re: Combat situations
Post by: Pac-Fish on March 12, 2012, 03:04:29 AM
with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P

I'm sorry but did you not read the last 5 post or something? Cause that's exactly what we were talking about :P.

And as Cranial said, squads with 3 men or less will simply die if they recrew stuff.
Title: Re: Combat situations
Post by: stealthattack1 on March 12, 2012, 10:24:29 PM
I'm sorry but did you not read the last 5 post or something? Cause that's exactly what we were talking about :P.

QFT
Title: Re: Combat situations
Post by: Chancellor on March 14, 2012, 02:45:02 AM
with regards to recrewing does it make a difference as to what units you use to recrew weapons. Or is it that knights cross simply look better manning an 88 as opposed to pioneers? :P

It does make a difference, in reenforce AND strength.  Yes, Volks are the best to reenforce.  If you reenforce with KCH for example, you WILL get an MG squad with supermen members, that is very hard to kill.  But of course, as others have said, its still not worth it.
Title: Re: Combat situations
Post by: Hendrik 'DarcReaver' S. on March 14, 2012, 02:50:14 AM
It does make a difference, in reenforce AND strength.  Yes, Volks are the best to reenforce.  If you reenforce with KCH for example, you WILL get an MG squad with supermen members, that is very hard to kill.  But of course, as others have said, its still not worth it.
If you get support weapons with vet 2 or 3 it can be worth it. A captured US mg recrewed with KCH and support vet 3 is evil^^ Cant snipe it and deals insane damage.
Title: Re: Combat situations
Post by: Pac-Fish on March 14, 2012, 03:00:04 AM
A captured US mg recrewed with KCH and support vet 3 is evil^^ Cant snipe it and deals insane damage.

LOL I never thought about this :D. Will their armor change from Heroic to Elite ????
Title: Re: Combat situations
Post by: Andreas on March 14, 2012, 08:20:11 AM
IIRC: yes
Title: Re: Combat situations
Post by: jdogg on March 14, 2012, 10:53:09 PM
okay good to know
Title: Re: Combat situations
Post by: Pac-Fish on April 17, 2012, 01:35:27 AM
What is a sniper's accuracy against soldiers in trenches ???? Because whenever I fire at a Brit squad in a trench I miss :(
Title: Re: Combat situations
Post by: MBJrP36 on April 17, 2012, 03:16:05 AM
What is a sniper's accuracy against soldiers in trenches ???? Because whenever I fire at a Brit squad in a trench I miss :(
I have had similar experiences, though on the opposite end.
Title: Re: Combat situations
Post by: Cranialwizard on April 17, 2012, 03:27:57 AM
What is a sniper's accuracy against soldiers in trenches ???? Because whenever I fire at a Brit squad in a trench I miss :(

I don't have an exact number, but using snipers against trenches is a bad move. Their accuracy is much too inefficient to be wasting time or the micro on it, plus it reveals him and reders him open for a counter sniper.

Title: Re: Combat situations
Post by: Pac-Fish on April 17, 2012, 03:50:14 AM
Then how do I flush out a trench (other than flamers which can still be focus fired). Is it true when you fire on a trench's side (as opposed to firing at the soldiers in front of the trench) their cover bonus is negated ????
Title: Re: Combat situations
Post by: GodlikeDennis on April 17, 2012, 04:08:23 AM
That's not true AFAIK. Trenches give 360 degree trench cover for any unit garrisoned in them. I think Snipers only have 25% accuracy vs trenches but I don't have the numbers on me. Flamers, incendiary nades, bundled nades or nebels are the only reliable methods of clearing trenches (off the top of my head).
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on April 17, 2012, 07:42:13 AM
I think goliaths are another method to clear a trench out. Not sure about that though.
Title: Re: Combat situations
Post by: GodlikeDennis on April 17, 2012, 08:10:44 AM
I think Goliaths usually do nothing.
Title: Re: Combat situations
Post by: MBJrP36 on April 17, 2012, 08:55:16 AM
In the fact that they are slow moving targets, of course.
Title: Re: Combat situations
Post by: Pac-Fish on April 17, 2012, 12:38:01 PM
IDK maybe the goliath hurts the guys inside the trench. I should try it out :D
Title: Re: Combat situations
Post by: stealthattack1 on April 17, 2012, 07:04:15 PM
iirc, Goliath does 200% damage to emplacements. however, i still dont think that it is an efficient way to down trenches.
Title: Re: Combat situations
Post by: Pac-Fish on April 18, 2012, 01:55:48 AM
I don't think a trench count as an emplacement :P. Besides I would trade 125 muni to kill an entire brit squad :P
Title: Re: Combat situations
Post by: stealthattack1 on April 18, 2012, 03:37:46 AM
like i said, not very efficient. and you might be right about trenches vs emplacements.
Title: Re: Combat situations
Post by: Tankbuster on April 18, 2012, 01:15:12 PM
How about dowsing them in nebelwerfer barrages?
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on April 18, 2012, 04:20:14 PM
How about dowsing them in nebelwerfer barrages?

Dennis already said that and yes it works.
Title: Re: Combat situations
Post by: Tankbuster on April 18, 2012, 06:30:48 PM
Or if you go defensive and have a Clear LOS on maps like Red Ball express, you can build a FlaK Battery and blow the trenchup with the Tommies in it.
Title: Re: Combat situations
Post by: Pac-Fish on April 18, 2012, 11:38:32 PM
I highly doubt a Flak 88 will snipe a trench dead. And nebels IMO aren't too reliable
Title: Re: Combat situations
Post by: Otto Halfhand on April 19, 2012, 03:06:03 AM
I don't think a trench count as an emplacement :P. Besides I would trade 125 muni to kill an entire brit squad :P
I think a trench is an emplacement. I would call any structure that doesn't appear on the tactical map unless it is occupied an emplacement. THat having been said any weapon system that is effective against an building should be good against trenches. Most anti building weapons target the buildings not the occupants. You are destroying the building. Incendiaries are good against both the emplacement and the occupants because they cause persistant area damage; which will reduce both the emplacements health and the occupants health in the radius of effect..
Title: Re: Combat situations
Post by: stealthattack1 on April 19, 2012, 06:56:12 AM
i agree with the 88 not being a good counter, but i think nebels would work well against trenches. it actually works the same way as incendiary nades, doing fire damage after the fact.
Title: Re: Combat situations
Post by: Pac-Fish on April 19, 2012, 08:12:14 AM
it actually works the same way as incendiary nades, doing fire damage after the fact.

I shall try it out ;)
Title: Re: Combat situations
Post by: Pac-Fish on May 06, 2012, 11:44:16 PM
If you are playing a team game and your ally is a brit (which seems to happen alot these days :P) what do you suggest? Get a Barracks or getting WSC ????
Title: Re: Combat situations
Post by: Cranialwizard on May 06, 2012, 11:46:16 PM
If you are playing a team game and your ally is a brit (which seems to happen alot these days :P) what do you suggest? Get a Barracks or getting WSC ????

Could go either way, but I prefer WSC to back his Tommies with Snipers and HMGs. (Mortars he can take care of.)
Title: Re: Combat situations
Post by: Pac-Fish on May 06, 2012, 11:49:02 PM
Who should go for fast armor ???? US player or Brit? M8 is nice but Stuart has canister shot >:D (and more armor I think :P)
Title: Re: Combat situations
Post by: Cranialwizard on May 06, 2012, 11:50:51 PM
Who should go for fast armor ???? US player or Brit? M8 is nice but Stuart has canister shot >:D (and more armor I think :P)

M8 is better with skirts health wise.

It's all a toss-up. Brits unlock the Stuart anyway so perhaps it is in their interest to invest in one given the surrounding situations.

USA Motor Pool brings you the most powerful ATG, I would end up using that. You could even go fast tank depot but again it's situation dependent.
Title: Re: Combat situations
Post by: GodlikeDennis on May 07, 2012, 05:43:53 AM
I think I'd rather the US player goes T3 and the Brit rushes croms.
Title: Re: Combat situations
Post by: Pac-Fish on May 07, 2012, 05:50:29 AM
Is it because Cromwells come out faster or do they fair better compared to Shermans ????
Title: Re: Combat situations
Post by: GodlikeDennis on May 07, 2012, 06:09:56 AM
Croms are much much better IMO than Shermans. They're a little worse statistically but their speed and super low cost (especially with Brit lockdown) makes them the best medium tank in the game to me. They can strike wherever there is a vulnerability and will still snipe infantry excellently. With flank speed, the can tackle enemy tanks when in small groups. Brits also get the Crom quite a bit faster than US players can get a Sherman I believe. The commander is an excellent upgrade for something so cheap and they are quite a cool tank too. Not to mention all of this allows the Brit to tech to fireflies if some heavy Panzers start showing up, whereas the US player would have to rely on M10s then which aren't as good. Better for him to get the powerful mobile AT guns that the croms can protect.
Title: Re: Combat situations
Post by: Dann88 on May 15, 2012, 10:48:06 AM
Triangulation boxes are hidden but can they be detected and then destroyed?
Title: Re: Combat situations
Post by: GodlikeDennis on May 15, 2012, 11:00:00 AM
Yes, they are detected the same as a Sniper would be.
Title: Re: Combat situations
Post by: Pac-Fish on May 28, 2012, 06:37:35 PM
How do you stop a PE player when he goes for an all out rush for ACs? I find it very hard to stop :(
Title: Re: Combat situations
Post by: Dann88 on May 28, 2012, 07:08:22 PM
Conventional ways to against AC is lure them to a mine in another side of the map or AT guns but I assume you failed when used those so:
When vs PE as US, engineer's smgs surprisingly good against PE's PGs, ACs and SCs at close range. I did kill a 1/2 health bar AC with 1 eng squad at close range with minimum casualty (without any other units' help). So does the BAR at close range.
As vs PE as Brits, I think an invincible blob deal with AC pretty easy, random damage engine + crazy bren have been ruined my days several times :P

The problem of having too many ACs is even you control ACs in different groups, they will eventually fuck up each other's path-finding causing a damn panic + random damage engine = a pile of german's junks.
:)
Title: Re: Combat situations
Post by: Pac-Fish on May 28, 2012, 07:18:46 PM
You took a single engineer squad.........had it charge an AC............and it lost 1/2 its health w/o the engineer squad losing a guy. Yeah I dont think that would ever happen to me.
Title: Re: Combat situations
Post by: Cranialwizard on May 28, 2012, 07:23:43 PM
No. Never charge. With any unit. I don't care if engineer's SMGs do well like you may have said. Don't charge.
Title: Re: Combat situations
Post by: Dann88 on May 28, 2012, 08:16:58 PM
No no, no charge, I flanked then fire the AC at close range. How the hell they didn't get killed with a charge. The point PE players choose to kill riflemen first so flank them with engineers lol
Title: Re: Combat situations
Post by: Pac-Fish on May 28, 2012, 08:56:08 PM
Somehow I don't seem to believe my Engineers will ever do as good against an AC as your's did.

But back to the question: How to counter fast AC
Title: Re: Combat situations
Post by: Cranialwizard on May 28, 2012, 09:47:41 PM
BARs, Brens, PIATs, Zookas', PRTDs in cover, ATGs and Stickies if you have them. Mines make nice traps.

Just stick to cover and don't move out of it until you need to retreat.

I don't even know how you rushed a flamethrower into a AC's range without getting chewed apart. That's not an effective counter-tactic and I wouldn't ever try it again unless you want to lose 50 munitions.

TL;DR Replay or it didn't happen.
Title: Re: Combat situations
Post by: Dann88 on May 29, 2012, 06:40:52 AM
Is it worth to invest stickies when Wher go for a HT? Or there is a better way to encounter it without using AT gun nor stickies?
Title: Re: Combat situations
Post by: Pac-Fish on May 29, 2012, 11:27:35 AM
I think if you have BARs and you focus fire a HT, it will do considerable damage. So if you have like a mine followed by like 2-3 rifles focus firing it it might work. But I dont think you should buy stickies for the sole purpose of countering HTs (which does necessarily work anywho since it can kite you)

Also a US HT with an AA gun will shred it to pieces.
Title: Re: Combat situations
Post by: stealthattack1 on May 29, 2012, 04:54:39 PM
i agree with fish, dont get stickies just to counter HT's, but i would get them if i see a HT hit the field, just because these things are so usefull, as they almost always damage somthing or another. so yea, just focus fire. thats what i always do at least. never really though that i had to have a hard counter to halftracks as they arent that gamechanging, at least untill they get walking stukas. ;)
Title: Re: Combat situations
Post by: Otto Halfhand on May 29, 2012, 08:11:26 PM
The problem of having too many ACs is even you control ACs in different groups, they will eventually fuck up each other's path-finding causing a damn panic + random damage engine = a pile of german's junks.
:)
I will have to try stormovies against ACs . Interesting tactic....... When you are speaking of pathfinding SNAFUs are you talking about traffic jams or something else. If something else I wish to learn more. A PM wouldn't disrupt this thread.
Title: Re: Combat situations
Post by: Pac-Fish on May 29, 2012, 09:06:19 PM
I think he means a traffic jam. Even with just two if you try to tell them to both run away fast they will usually bump into each other and dumb stuff happens :P
Title: Re: Combat situations
Post by: Pac-Fish on June 08, 2012, 11:36:20 PM
Hey guys, if your opponent is spamming (well maybe not hard core spamming) airborne with RR and they've got like vet 2-3 how do you stop them? Falls don't seem to work, even with FG42. And IHT and AC get blown apart, especially with AT gun support.
Title: Re: Combat situations
Post by: Tankbuster on June 09, 2012, 08:05:39 AM
Mortars
Title: Re: Combat situations
Post by: Dann88 on June 09, 2012, 08:39:36 AM
MP-44 counter-spam spam?
Title: Re: Combat situations
Post by: stealthattack1 on June 10, 2012, 05:12:25 PM
as pe, i would get Luftwaffe doc and counter with AA guns and wibelwinds.
Title: Re: Combat situations
Post by: Otto Halfhand on June 11, 2012, 02:42:00 PM
as pe, i would get Luftwaffe doc and counter with AA guns and wibelwinds.
A pair of Wirbelwinds or Ostwinds in sector or adjacent sector to airdrops nip the problem in the air vs SPAM.
Title: Re: Combat situations
Post by: Pac-Fish on June 12, 2012, 01:17:38 AM
Wirbelwinds aren't so effective vs Para spam. The RR shred right through them, especially supported my AT guns and vet
Title: Re: Combat situations
Post by: Otto Halfhand on June 12, 2012, 01:24:19 AM
I have found that AA guns work against air targets from significant distances. I know it works from a sector away maybe farther.  Find the right range and don't deploy AA in front lines
Title: Re: Combat situations
Post by: Walentin 'Walki' L. on June 12, 2012, 08:31:45 AM
I have found that AA guns work against air targets from significant distances. I know it works from a sector away maybe farther.  Find the right range and don't deploy AA in front lines

That's the problem with AA guns. They can't shoot over shot blockers (hedges/buildings). So the best place is actually a intersection so it aims down the roads.
Title: Re: Combat situations
Post by: Mattdamon07 on July 15, 2012, 08:57:03 AM
88s can shoot over shot blockers im pretty sure
Title: Re: Combat situations
Post by: GodlikeDennis on July 15, 2012, 09:02:51 AM
When they shoot air, yes. Otherwise no.
Title: Re: Combat situations
Post by: Pac-Fish on July 17, 2012, 02:39:28 PM
Can a Vampire HT lock down in friendly territory? If it can, will you still get the ability to see in the fog of war?
Title: Re: Combat situations
Post by: Mattdamon07 on July 17, 2012, 02:47:39 PM
yes it still detects nearby inf
Title: Re: Combat situations
Post by: Pac-Fish on July 17, 2012, 02:48:19 PM
Hooray new counter to snipers :D
Title: Re: Combat situations
Post by: Mattdamon07 on July 17, 2012, 03:15:57 PM
great for wiping blobs of inf with arty too
Title: Re: Combat situations
Post by: Otto Halfhand on July 18, 2012, 12:59:17 AM
Can a Vampire HT lock down in friendly territory? If it can, will you still get the ability to see in the fog of war?
I will frequently deploy the funk only to get the Infantry Awareness. I normally use a T1/T3 start and a Vamp can be built right be fore the 1st AC for most Fuel economies. IE my ACs know where the ATGs going to come from. Same would apply for knowing where to send Mortatar HT of French Letteropener.
Title: Re: Combat situations
Post by: Pac-Fish on July 23, 2012, 05:07:38 AM
When do you guys recommend getting Verteran Sergeant for PE? I know it makes them vet faster but it just doesn't seem worth 240 mp and 40 fuel. I assume if you are running 4man MP44 zeal squads but I just wanted to know if any of u guys use it.
Title: Re: Combat situations
Post by: Otto Halfhand on July 23, 2012, 05:18:10 AM
AFAIC Veteran sergeants is the least cost effective of PE upgrades. The faster vet is offset by the PE shared vet system. reduced suppresion is of little value against Sovs but I would think about getting it when the Amis get the 2BAR global upgrade.
Title: Re: Combat situations
Post by: Pac-Fish on July 23, 2012, 05:28:07 AM
The faster vet is offset by the PE shared vet system.

Well the shared vet only contributes to the increased vet rather than offsetting it. SO let say 1 PG gets 10 vet (for w/e reason). First its effected by vet srg. so now it gets 12.5 vet. Then the PG next to it will get 6.25 instead of the 5 it would get if it didnt have vet srg.
Title: Re: Combat situations
Post by: GodlikeDennis on July 23, 2012, 07:20:06 AM
As Fish said, it's actually better considering PE shared vet.
Title: Re: Combat situations
Post by: Pac-Fish on July 31, 2012, 03:43:51 AM
Not really sure where to ask this but here it goes:

I was on GR.org just surfing around and apparently they dnt like some specific maps, namely Egeltons, Wrecked Train, Ruins of Rouen, and Beaux Lowlands. Is there any particular reason for this? THey say that Egeltons is imbalanced (altough IDK why), WT and Ruins are  loopsided, Stuzdorf had weird resource layout, and "Blowlands" is just generally terrible. There were other maps too I just dont remember. Can someone shine some light on this?

And btw does anyone ever get veteran sergeant?
Title: Re: Combat situations
Post by: My Name Is Ante on August 01, 2012, 04:34:46 AM
Not really sure where to ask this but here it goes:

I was on GR.org just surfing around and apparently they dnt like some specific maps, namely Egeltons, Wrecked Train, Ruins of Rouen, and Beaux Lowlands. Is there any particular reason for this? THey say that Egeltons is imbalanced (altough IDK why), WT and Ruins are  loopsided, Stuzdorf had weird resource layout, and "Blowlands" is just generally terrible. There were other maps too I just dont remember. Can someone shine some light on this?

And btw does anyone ever get veteran sergeant?
If my memory serves me right, it is about:
1) One side has more resource than the other side
2) Features that block movement (fence, etc.)
3) Certain resource is harder to reach than the other

Those are things I know, but maybe some mapper can give more insight about this...
Title: Re: Combat situations
Post by: Pac-Fish on August 09, 2012, 02:17:26 PM
Do Stormtroopers do more or less dmg than a grenadier? I read somewhere they do slightly better than a Volks but worse than a Gren. Is this true? Can and should they be used w/o upgrades?
Title: Re: Combat situations
Post by: Cranialwizard on August 09, 2012, 02:26:44 PM
Do Stormtroopers do more or less dmg than a grenadier? I read somewhere they do slightly better than a Volks but worse than a Gren. Is this true? Can and should they be used w/o upgrades?


Stormies have the best Kar98k in game damage wise
Title: Re: Combat situations
Post by: Mattdamon07 on August 09, 2012, 02:28:08 PM
i don't think so, i remember my storms killing a rifle squad with no upgrades at long range pretty quickly and as with grens it takes a little longer
Title: Re: Combat situations
Post by: GodlikeDennis on August 09, 2012, 04:17:51 PM
Grens and Stormies both use the stormtrooper K98.
Title: Re: Combat situations
Post by: Chancellor on August 10, 2012, 04:48:21 AM
I think we can all agree on one thing though...PGs with Kars suck.  Even less output than a Volks squad.
Title: Re: Combat situations
Post by: Pac-Fish on August 10, 2012, 04:50:22 AM
I think we can all agree on one thing though...PGs with Kars suck.  Even less output than a Volks squad.

Especially f they have Dual shreck and no 4th man  :o
Title: Re: Combat situations
Post by: GodlikeDennis on August 10, 2012, 04:57:21 AM
Actually 3 man squad with Kars has better damage output than a volks squad IMO. However they have less guns firing so less chance of kill crits, and also less health.

Ran some DPS numbers and PE are very slightly less damaging than volks. However volks will lose member, and therefore firepower, faster than the PGs. This is assuming they use 3 PE K98s. However there is also a PE K98 Leader rifle which I'm not sure is used. If it is, it increases the DPS of the squad quite a bit at short range.
Title: Re: Combat situations
Post by: Mattdamon07 on August 10, 2012, 08:39:48 AM
I think we can all agree on one thing though...PGs with Kars suck.  Even less output than a Volks squad.

Especially f they have Dual shreck and no 4th man  :o

i prefer dual shreck than just all with kar98 cause shrecks have a chance to blow up someone in one shot
Title: Re: Combat situations
Post by: Otto Halfhand on August 10, 2012, 02:47:02 PM
Actually 3 man squad with Kars has better damage output than a volks squad IMO. However they have less guns firing so less chance of kill crits, and also less health.

Ran some DPS numbers and PE are very slightly less damaging than volks. However volks will lose member, and therefore firepower, faster than the PGs. This is assuming they use 3 PE K98s. However there is also a PE K98 Leader rifle which I'm not sure is used. If it is, it increases the DPS of the squad quite a bit at short range.
Hmm! Sounds like a good mix for 2 TB squads in an HT. Doubtless arrives with increased squad sizes. Do you know if there is a similar dps jump with 4 man MP44s?

@ Sharks: I found the reason for the large number of Amis mortar teams. Should be a straight forward fix.
Title: Re: Combat situations
Post by: Pac-Fish on August 20, 2012, 04:06:45 AM
What can you put engineer demolitions on? I saw a video where a guy put demos on a sandbag but I tried it and it didnt work. So what can you place it on?
Title: Re: Combat situations
Post by: Dann88 on August 20, 2012, 04:28:20 AM
US engineer's charges can only be placed near buildings. While Brits SAS can put it anywhere. Never try Sapper's charge though.
Title: Re: Combat situations
Post by: GodlikeDennis on August 20, 2012, 04:43:02 AM
You can only put demos on enemy sandbags, not your own. Sappers have the same demos as US. In vCoH you can't target roadblocks with demos which would actually be the greatest use for them so that's a pity.
Title: Re: Combat situations
Post by: Dann88 on August 20, 2012, 05:16:23 AM
Any tricks to use PE road block, I never use it in vs humans matches :P
Title: Re: Combat situations
Post by: Pac-Fish on August 20, 2012, 05:19:34 AM
Use it to block tanks :P. But also the indestructible green cover is a plus too, unlike sandbags which can be torn down by the slightest touch.
Title: Re: Combat situations
Post by: GodlikeDennis on August 20, 2012, 05:21:00 AM
Yeah most people use it for cover. They're also useful on certain maps for blocking. Lorraine comes to mind.
Title: Re: Combat situations
Post by: TheVolskinator on August 21, 2012, 02:45:32 AM
Actually 3 man squad with Kars has better damage output than a volks squad IMO. However they have less guns firing so less chance of kill crits, and also less health.

Ran some DPS numbers and PE are very slightly less damaging than volks. However volks will lose member, and therefore firepower, faster than the PGs. This is assuming they use 3 PE K98s. However there is also a PE K98 Leader rifle which I'm not sure is used. If it is, it increases the DPS of the squad quite a bit at short range.

That's just an MP44 that you see on Fals/Luftwaffles. PGs don't use it.
Title: Re: Combat situations
Post by: GodlikeDennis on August 21, 2012, 05:47:23 AM
That makes sense. Thanks for clearing that up.
Title: Re: Combat situations
Post by: Pac-Fish on August 24, 2012, 02:04:33 AM
I've been looking for an expert (or at least decent) replays of Brit vs PE where PE actually wins. But I can't seem to find any. Do you guys have some? And if you dont can you give me some tips or BOs? Cause I cant seem to beat Brit as PE
Title: Re: Combat situations
Post by: Cranialwizard on August 24, 2012, 02:07:47 AM
I've been looking for an expert (or at least decent) replays of Brit vs PE where PE actually wins. But I can't seem to find any. Do you guys have some? And if you dont can you give me some tips or BOs? Cause I cant seem to beat Brit as PE

Don't have any replays, but expert build order:

Quote
4-5 PG > 1-2 AC > ATHT > MHT (optional) > doctrinal shit > Panthers > profit

Execute it properly, you'll be level 16 in no time.

Also, use your Ketten to push cap. Keep the Brit player from setting his bus humping thingy from wherever he wants:

1. Use Ketten to push capping Tommy who is almost done with capping. Ignore incoming Damage
2. While pushing the Tommy, try to rapidly click the point in an effort to cap it.
3. When you begin to cap it, the Brit player's progress is completely erased
4. Run away
5. Repeat
6. ???
7. Profit

Also, Luft kinda sucks VS Brit. Invest in TD tactics. There's nothing a Brit player can do VS Hetzers as long as you know how to back away from Cromwells and kite PIATs. Dual Shrecks will kill FFs

Final edit, your favorite anti-brit unit will be the Mortar. Keep it well protected.
Title: Re: Combat situations
Post by: Pac-Fish on August 24, 2012, 02:16:11 AM
PG seem so fragile vs tommies :P. ANd I cant seem to master the ketty thing :(
Title: Re: Combat situations
Post by: Cranialwizard on August 24, 2012, 02:29:53 AM
PG seem so fragile vs tommies :P. ANd I cant seem to master the ketty thing :(

Try not to engage directly with Tommy blobs in equal cover. You will more than likely lose, and any losses you inflict on the Brit will end up just feeding his CCS. Target roaming LTs at any and all cost. If you seem to be encountering them in buildings, might be worth it to invest in Incinerating Nades.

The entire PE VS British match up is simple: Don't make casualties for yourself. -45 MP for every guy you lose is a serious dent in your economy as a player. Try to refrain from long stretches of no unit mixtures like PG -> P4 rush, because then you'll find yourself dealing with a huge brit blob with 0 support for a long time and you'll be overrun on most maps.

I pump the ATHT out for good measure. Doesn't take much for a British player to completely destroy your infantry with that stupid canister shot. The ATHT can immobilize and keep out of range to finish the Stuart off, just don't get too cocky, if he rushes the ATHT, pull back and use your infantry or your Mortar to do dirty work.

ACs will do great VS advancing or capping infantry unless he's blobbing like crazy...in which case a mortar will do wonders.

In a PE VS Brit Matchup where you're getting Hetzers, this is the only time I would invest in Offensive vet on a tank other than a Panther. The Hetzer's increased accuracy might give you a 1-up on his blobs.

The Ket thing takes practice but you NEED to do it. It's basically like a push only you keep any of the 5 squad members away from the point for just a split second so you can click the point and run. Try holding the RMB and dragging.
Title: Re: Combat situations
Post by: Otto Halfhand on August 24, 2012, 03:07:22 AM
An early HT to chase down Brit leutenants is a handy tactic to keep in mind.
Title: Re: Combat situations
Post by: Pac-Fish on August 24, 2012, 03:29:12 AM
What do u mean "dragging" the RMB? I assume RMG = right mouse button.
Title: Re: Combat situations
Post by: Cranialwizard on August 24, 2012, 03:30:22 AM
What do u mean "dragging" the RMB? I assume RMG = right mouse button.

Hold it down, and drag it + release so instead of seeing a green ring you get a yellow arrow for direction
Title: Re: Combat situations
Post by: Pac-Fish on August 24, 2012, 03:34:02 AM
And that will force the tommies off the point? Im just curious. I want to beat them >:(
Title: Re: Combat situations
Post by: Cranialwizard on August 24, 2012, 04:35:43 AM
And that will force the tommies off the point? Im just curious. I want to beat them >:(

That will help you push the tommies around to avoid being run down by a 2 foot halftrack sure.

To add to your benefit, it not only severely delays the amount of time it takes for the British guy to get his HQ up but also pisses off the player quite a bit. You can continue to cap around with your PGs and then use the Ketties to keep disrupting his capping cycle until you have the firepower to kill him while capping.
Title: Re: Combat situations
Post by: Otto Halfhand on August 26, 2012, 04:26:37 PM
1. I am interested in vehicle speed in game and how it is affected by different types of terrain. If we consider wheeled, half tracked and tracked vehicles what is the reduction in speed when crossing open ground, broken ground, ice and fording. IIRC roadspeed is reduced to .35 when crossing water for most vehicles.

2. Given the relaity of the above what is the best approach to establish and secure a bridgehead (Minsk and Prokurovka maps are typical). Infantry first or Vehicles? To my way of thinking a concentrated artillery barrage on the far shore is best, whether enemy troops are visible or not.
Title: Re: Combat situations
Post by: Pac-Fish on August 26, 2012, 04:46:18 PM
I think if you go over bumpy terrain (like mountainous I guess?) your tanks starts to bob up and down and it takes longer :P. I know if you go on a road you will be much faster.

As for comp stomps on bridges just do what everyone does. Tank traps + ridiculous amounts of artillery + tank spam = win.

Now if you're arent interested in static games (like I am) just play like you would any normal game. Only this time you need to cross a bridge. But its probably important u get there first as crossing a bridge makes your troops vulnerable :(
Title: Re: Combat situations
Post by: stealthattack1 on August 29, 2012, 04:55:44 AM
I think if you go over bumpy terrain (like mountainous I guess?) your tanks starts to bob up and down and it takes longer :P. I know if you go on a road you will be much faster.
quite right. roads increase speeds differently per vehicle, but they do. to test, get a whermacht bike, jeep, or any light vehicle, drive it on a road, then a dirt road, then random forest. yo uwill see the speed change.
Title: Re: Combat situations
Post by: Dreamerbg on August 29, 2012, 08:44:58 AM
Maybe this is not the right thread, but I dont want to create new one only for this question - When I select more than 1 unit (squads) , how can I switch between them without diselecting them ? Which keyboard button is for this or buttons combination?
Title: Re: Combat situations
Post by: Dann88 on August 29, 2012, 10:18:41 AM
Tab
Title: Re: Combat situations
Post by: Pac-Fish on August 29, 2012, 02:40:30 PM
Well when you select all of them (whether it be from dragging the big green box or clicking one of your control groups) you will see all the units you selected in the control panel (where your map and resources are). Then you can do what Dann says

Tab

Or you can manually click each unit in the control area. I prefer clicking each unit manually. But then again my micro kinda sucks XD
Title: Re: Combat situations
Post by: Pac-Fish on September 11, 2012, 02:17:05 AM
Who wins in a one on one: Airborne or a volks squad. Lets say medium range, equal cover. What about if the volks squad had MP40 and rushed the airborne? I saw someone say a way to counter para spam was to spam MP40 volks

And who wins this one: Airborne or Grens?

And I would mention vet but I have no idea what airborne vet does so I'd rather not refer to it
Title: Re: Combat situations
Post by: stealthattack1 on September 11, 2012, 02:32:01 AM
unvetted volks  vs airbourne, idk. but volks will definitly win with mp40s. grens always win, unless REALLY bad micro.
Title: Re: Combat situations
Post by: GodlikeDennis on September 11, 2012, 03:20:29 AM
Volks vet except vet3 is practically useless in combat and Airborne vet is extremely strong.

Not sure who wins but it is probably airborne because of their armour. They have terrible guns though.
Title: Re: Combat situations
Post by: Pac-Fish on September 17, 2012, 04:59:45 AM
What does vet3 for snipers do? On GR.org it says "double fire ability" but AFAIK this was removed (or at least tweaked) and well as the IA bonus for snipers because it was just too powerful. What do they (vet3 and IA) do now?

Also does Zeal apply to 4 man volks squads? On GR they only mention 3 man squads. DO 4 man squads receive no bonus?
Title: Re: Combat situations
Post by: GodlikeDennis on September 17, 2012, 12:24:09 PM
Vet3 Sniper bonus is 0.4 cooldown. This reduces fire rate substantially.

IA doesn't appear to have been changed for Snipers, since they operate under the infantry filter AFAIK. Last time I checked IA was affecting my Snipers. Total effects are:
0.6 cooldown
0.5 reload
1.5 rec acc
1.2 damage

I have no idea how zeal works or the exact bonuses granted. Tbh I never really notice a (wehr) zeal effect and only the PE group zeal is noticeable.
Title: Re: Combat situations
Post by: Pac-Fish on September 17, 2012, 02:12:20 PM
SO does that mean they fire 60% faster?

Also is it just me or is the G wagen rapid fire ability not that rapid? I've activated it several times but it doesn't seem to do any better.
Title: Re: Combat situations
Post by: GodlikeDennis on September 17, 2012, 04:53:33 PM
No because cooldown isn't the only factor in fire rate. Aim time is also present and, for rifles, wind up/down. They should shoot faster but 60% faster. More like 30-40% probably.

Gwagons got a pretty big nerf a few patches ago. Not sure what the current rapid fire does.
Title: Re: Combat situations
Post by: EasyCalic on September 17, 2012, 05:19:14 PM
If I remember correctly; it supresses, much like the BAR, now. EDIT: Obviously meaning the G-rapid fire. :V

Fished again.  ::)

EDIT2: That's me derping again  :P

It should be noted that G has almost MarderIII's range... I think...
Title: Re: Combat situations
Post by: Pac-Fish on September 17, 2012, 08:12:49 PM
If I remember correctly; it supresses, much like the BAR, now.

You mean the sniper firing? Thats a odd fact :D.

Why did they nerf G Wagen  >:(? I like my G wagens :P
Title: Re: Combat situations
Post by: Dann88 on September 17, 2012, 08:35:13 PM
Gs are pussy tank destroyer, hate them. Bad amor, low health, nearly no anti infantry, don't want to wear sexy skirts, useless ability, cost bloody expansion to have it.
Title: Re: Combat situations
Post by: Pac-Fish on September 17, 2012, 11:15:44 PM
low health, nearly no anti infantry, don't want to wear sexy skirts, useless ability

I think they have similar health but the StuG has better armor so it'll takee less dmg.

StuG dont have AI either???

They still get the "sexy skirt" bonus :P

StuG dont even have an ability
Title: Re: Combat situations
Post by: Jeff 'Robotnik' W. on September 18, 2012, 01:45:04 AM
Gs are pussy tank destroyer, hate them. Bad amor, low health, nearly no anti infantry, don't want to wear sexy skirts, useless ability, cost bloody expansion to have it.


Well G-wagons used to do more damage than an 88 and came with an MG off the bat, which made them very OP
Title: Re: Combat situations
Post by: stealthattack1 on September 18, 2012, 02:52:28 AM
plus, stugs have the moves ;)
Title: Re: Combat situations
Post by: Dann88 on October 22, 2012, 04:44:37 AM
I saw a replay long ago, the one that Wher player outcap the vp of the Brits by using snipers and building Forward Barrack. In the beginning of the match, the Wher player used 1 volks squad to build 1 small sandbag and forced the whole squad stay behind it. How the hell he can do that? Is there any trick like that?
Title: Re: Combat situations
Post by: krupp steel on October 22, 2012, 05:12:44 AM
Against allies you can use the Goliath and hide it behind a wall and use your lone sniper to bait the Riflemen/Tommy blob into the Goliath and boom, blob is gone.
Title: Re: Combat situations
Post by: GodlikeDennis on October 22, 2012, 05:26:24 AM
When you construct the sandbag, the squad will group up so it will all fit nicely behind the sandbag. It's very handy when fighting with only volks against buildings.
Title: Re: Combat situations
Post by: Dann88 on October 22, 2012, 05:30:06 AM
Silly me, you're right Dennis :P

How to use T34/85 to the best of their cost? What situation I should use them?
In some lately matches, I found out they have no chance to against doctrine units like Tiger and KT. With 1 Tiger and 1 panther and some micro can beat 4 T34/85 with equal skill. Flanking heavy tanks does inflict some damages but also inflict a lot more damage to T34/85 too lead to an overall loss.
So if I bet my fuel to T34/85 instead of IS-2, the conclusion will be decided when Axis armor steamrolling into SU base :P.
Title: Re: Combat situations
Post by: Pac-Fish on November 12, 2012, 01:26:33 AM
@Dann: Get an AT gun(s). They either fall back or take it like a bitch lol. And if they rush your AT gun swarm them. Although Im sure someone has better advice.

Which offers better cover: Building or green cover? Assume the building has no windows blown out and can accommodate all soldiers and the green cover fits all soldiers

Also is it true a window blown out offers less protection or is that a myth?
Title: Re: Combat situations
Post by: Otto Halfhand on November 12, 2012, 02:06:58 AM
@Dann, Use T34/85 in pairs, use their superior speed to a) circle strafe Axis Armor and b) maneuver across the field to areas where suitable non-doctrinal targets are found. IIRC the Speed of PzVI's of all flavors is about 4. They can't shoot what they can't catch.

@Bread Fish: AFAIK Green cover is green cover, which includes buildings. However buildings are all around cover where most green cover is directional. There is a peculiar condition that when buildings lose a certain amount of health they are no longer occupiable. The garrison will get kicked out. I think the morale check aka retreat check of buildings and their garrison are multiplicative. This means some lower quality squads will retreat to base when kicked out. Higher quality squads will hang around and not retreat. THis can be embarrassing when MG teams don't deploy but just stand there.
Title: Re: Combat situations
Post by: Pac-Fish on November 12, 2012, 02:19:34 AM
I've never had a unit kicked out of a building. I think you are thinking of something else cause in all situations I've been in the building just collapses and kills my squad.

So basically you are saying green cover = building
Title: Re: Combat situations
Post by: GodlikeDennis on November 12, 2012, 02:56:41 AM
Green cover is stronger than garrison (building) cover. That's why you can easily beat a squad in a building by building a sandbag on the short side (least windows) and fighting from behind it. Obviously a squad in a building can't be suppressed though, and are less vulnerable to artillery (except nebels). Larger buildings are also much less vulnerable against grenades.

No Allied tanks can stand up to Axis armour in a straight fight. IS-2s are the closest to this but really are too slow to engage Panthers properly. Instead, you should have some AT support units distract the enemy vehicles while T-34s use their significant speed to respond to weaknesses. Only attempt a flank if the enemy tank is not supported by Paks. In this case you will be better off trying to have a slugmatch and trying to arty the Paks, or bring up ATGs of your own. You are at a disadvantage in a slugmatch but can still do OK. You also have the advantage of speed to get away (unless you are facing Panthers in which case you'd better have something to slow them down).
Title: Re: Combat situations
Post by: krupp steel on November 14, 2012, 02:46:19 AM
What are the exact bonuses for heavy cover VS building cover?
Title: Re: Combat situations
Post by: GodlikeDennis on November 14, 2012, 11:46:19 AM
Depends on the weapon firing at it.
Title: Re: Combat situations
Post by: krupp steel on November 15, 2012, 01:25:17 AM
I know that SMGs suck against buildings and flamethrowers are great against them.  What would a rifle on average be against buildings and green cover.
Title: Re: Combat situations
Post by: Cranialwizard on November 15, 2012, 04:50:37 AM
I know that SMGs suck against buildings and flamethrowers are great against them.  What would a rifle on average be against buildings and green cover.

Generally everything automatic sucks against buildings. Rifles are ok if you keep in heavy cover facing a minimum amount of windows.
Title: Re: Combat situations
Post by: Dann88 on November 16, 2012, 10:24:57 PM
I found out that Sturmovie's smg is very effective against ATG (the gun, not mentioning the crew), is there any weapons that can also use to destroy ATG too? Maybe BAR? Or their smgs are not supposed to be that effective :(
Title: Re: Combat situations
Post by: Otto Halfhand on November 27, 2012, 06:30:53 AM
v1.7.02

What is the best way to target major Danko? The comp regularly grinds him into Latkes. when I Target the fellow even with 3-4 different squads at once I never seem to accomplish Buttkis.
Title: Re: Combat situations
Post by: Pac-Fish on November 27, 2012, 10:31:00 AM
sniper? Just manually click the Major for an atk target rather than firing at the whole squad.
Title: Re: Combat situations
Post by: Otto Halfhand on November 27, 2012, 05:56:16 PM
Thanks Fish what about targeting with other squads?
Title: Re: Combat situations
Post by: Pac-Fish on November 27, 2012, 11:21:12 PM
Im not sure what you mean. All I know is when you manually click a soldier the sniper's next round will hit that target (unless it misses lol). IDK if this is a fact but it works for me everytime
Title: Re: Combat situations
Post by: Otto Halfhand on November 29, 2012, 04:09:18 AM
What I'm asking is what is the best way to kill Danko when a sniper is not available. Isn't Danko's spotting range the same as a sniper's?
Title: Re: Combat situations
Post by: Pac-Fish on November 29, 2012, 04:15:57 AM
First off no, Danko's detection range is not equal to a sniper's firing range. That would be just plain OP.

Second I think any squad can direct fire by clicking on an individual soldier (although this is yet to be proven). Try it and see which guy dies first
Title: Re: Combat situations
Post by: Otto Halfhand on November 29, 2012, 04:40:42 AM
As near as I can tell Danko never dies when I click on him. He dies all to quickly when the AI targets the squad though.
Title: Re: Combat situations
Post by: BffWithDEATH on November 29, 2012, 06:46:38 AM
ive proven this, because i often use snipers in teams of three. if you select an individual unit with all three selected the three snipers will shoot that one unit. if you have hold fire turned off, there next rounds will hit any other units in the squad.