Company of Heroes: Eastern Front

Author Topic: Combat situations  (Read 140743 times)

Offline Blackbishop

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Re: Combat situations
« Reply #30 on: August 12, 2011, 05:12:20 PM »
@FOXYJAGER
King Tiger is fine afaik. Jagdpanther is the one who has that "feature".
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Offline Headlock

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Re: Combat situations
« Reply #31 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.
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Offline Pac-Fish

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Re: Combat situations
« Reply #32 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 ???

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Offline cephalos

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Re: Combat situations
« Reply #33 on: September 04, 2011, 08:01:46 PM »
Advance. Rifles get insane when at close combat.

Offline Pac-Fish

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Re: Combat situations
« Reply #34 on: September 04, 2011, 08:05:12 PM »
Why is that? Do grenadiers and volks lose accuracy at close range?

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Re: Combat situations
« Reply #35 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.
« Last Edit: September 04, 2011, 09:54:01 PM by Yauz »

Offline Mad hatters in jeans

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Re: Combat situations
« Reply #36 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)

Offline Pac-Fish

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Re: Combat situations
« Reply #37 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?

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Re: Combat situations
« Reply #38 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.

Offline Mattdamon07

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Re: Combat situations
« Reply #39 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
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Offline Pac-Fish

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Re: Combat situations
« Reply #40 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.

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Offline GodlikeDennis

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Re: Combat situations
« Reply #41 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.
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Re: Combat situations
« Reply #42 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.

Offline Pac-Fish

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Re: Combat situations
« Reply #43 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 ???

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"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

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Re: Combat situations
« Reply #44 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.
« Last Edit: September 05, 2011, 05:43:02 AM by Yauz »