Company of Heroes: Eastern Front

Author Topic: [1.04] Heavy mortars  (Read 4712 times)

Offline Ghost

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Re: [1.04] Heavy mortars
« Reply #15 on: March 09, 2010, 10:58:42 AM »
The only real issue I see with the mortar anymore is it's minimum firing range. Every so often they manage to wipe out whatever I have charging at them unless the Volksgrenadiers or Assault squad is right on top of the crew.
+1
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Offline hgghg4

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Re: [1.04] Heavy mortars
« Reply #16 on: March 10, 2010, 12:45:32 AM »
I agree with the minimum range requirement, they are so inaccurate that shells tend to land on top of troops even if they are within the minimum range

Offline SauerKRAUT

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Re: [1.04] Heavy mortars
« Reply #17 on: March 16, 2010, 03:15:57 PM »
Summerization
1. Recrewing is not an option
2. Reinforcing  is expensive
3. 1+2 killing a good amount of one of these mortars (say 3) will most likely completely cripple the owners defensive strategy and resources to replace.
4. Keep moving and you will be fine
5. Nebelwerfers anyone? Out of range typically or stukas to fire and move to avoid counter battery
6. Pak38 camo is wonderful once things have died down sneak into a new firing slot

One thing though is axis mortars have no chance 1 on 1 or even 2 on 1 with the large crew which will most likely survive a hit and counter battery. Also with their range being smaller even more so on the PE half tracks it can be a problem.

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Offline Ghost

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Re: [1.04] Heavy mortars
« Reply #18 on: March 16, 2010, 05:36:18 PM »
4. Keep moving and you will be fine
not really, since they seem to have no minimum range you often lose many units when rushing them...
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline SauerKRAUT

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Re: [1.04] Heavy mortars
« Reply #19 on: March 16, 2010, 05:50:11 PM »
Microing stg44 panzer grens does it for me, what I mean is not stay mobile just never stop it is the best way to avoid any kind of arty. One example, I had 4 STGs and 2 schrecks in 2 equal control groups send one around each side while keeping dispersal with a mortar to keep any MGs off your back, . You need to be decisive and aggressive even to the point where your opponent thinks you will waltz into a trap baited by said mortar and then you know another point in the line is under powered. Kill them enough and they will notice the massive manpower drain. I often only get them only in the beginning to essentially cause brick shitting and break newb city defenses.

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Relic name: SauerKRAUTSHD

Offline Ghost

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Re: [1.04] Heavy mortars
« Reply #20 on: March 16, 2010, 10:38:20 PM »
the point is that the russian mortar seems to be firing to close to itself. i rushed a mortar (without any other russian units around) with 3 squads of vet3 assaultgrens and lost about 50% as the shell was fired extremely close to the mortar.
it's not a big problem that i want fixed as soon as possible, but nevertheless quite annoying.
« Last Edit: March 16, 2010, 10:39:53 PM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Shadowmetroid

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Re: [1.04] Heavy mortars
« Reply #21 on: March 17, 2010, 07:11:11 AM »
I myself, as a Soviet player, find the minimum range a problem, as it tends to kill my own troops and emplacements. >_<