Company of Heroes: Eastern Front

Author Topic: Combat situations  (Read 444403 times)

Offline Dann88

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Re: Combat situations
« Reply #210 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 :(
« Last Edit: October 28, 2011, 08:14:33 AM by Dann88 »
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Offline Pac-Fish

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Re: Combat situations
« Reply #211 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.

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Offline Cranialwizard

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Re: Combat situations
« Reply #212 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.
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Offline Pac-Fish

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Re: Combat situations
« Reply #213 on: October 27, 2011, 11:52:15 PM »
I meant something like that :P. The closer they are to the nade, the more dmg

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Offline Cranialwizard

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Re: Combat situations
« Reply #214 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.
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Offline Pac-Fish

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Re: Combat situations
« Reply #215 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

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Offline Dann88

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Re: Combat situations
« Reply #216 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?
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Offline Pac-Fish

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Re: Combat situations
« Reply #217 on: October 28, 2011, 12:24:54 PM »
Probably :P. If you evacuate b4 the grenade explodes you might be able to avoid it

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Offline Walentin 'Walki' L.

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Re: Combat situations
« Reply #218 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.
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Offline Pac-Fish

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Re: Combat situations
« Reply #219 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 ???

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Offline GodlikeDennis

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Re: Combat situations
« Reply #220 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.
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Offline Pac-Fish

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Re: Combat situations
« Reply #221 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 ???

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Offline Cranialwizard

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Re: Combat situations
« Reply #222 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.
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Offline Pac-Fish

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Re: Combat situations
« Reply #223 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 ???

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Offline GodlikeDennis

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Re: Combat situations
« Reply #224 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.
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