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Combat situations

Strategy and Tactics

#80079

Combat situations

Just post some tatics, etc for certain in-game combat situations, like problem solving, or even something cunning to do.
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#80085

Re: Combat situations

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).
If you get into an argument with me, you're wrong.

Last edited July 18, 2011 at 4:12 AM by GodlikeDennis

#80104

Re: Combat situations

GodlikeDennis wrote:
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.
#80122

Re: Combat situations

Stupid note: "Why you can't defuse demo charges?"
I identify as a four-eyed bird man. /s
#80123

Re: Combat situations

walki1 wrote:
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^^
#80127

Re: Combat situations

Na if you attack somewhere else you might be able to defuse it and demo teams are cheap :P.
I identify as a four-eyed bird man. /s
#80129

Re: Combat situations

walki1 wrote:
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.
#80139

Re: Combat situations

Paciat wrote:
walki1 wrote:
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.
I identify as a four-eyed bird man. /s
#80188

Re: Combat situations

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.
#80622

Re: Combat situations

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
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#80801

Re: Combat situations

Do you know of anyway to neutralize or minimize damage at least when dealing with boobytrapped SPs?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#80810

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#80817

Re: Combat situations

GodlikeDennis wrote:
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
"Balancers are 10 a penny"
#81675

Re: Combat situations

And still Survive with 1 person with 1 hp left. ;D
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#82175

Re: Combat situations

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?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#82180

Re: Combat situations

I would assume so. I haven't tried it though, because the A.I. doesn't place Demo Charges.

Do Demo Charges have health?
#82301

Re: Combat situations

I think so. Whenever I find one, I get infantry to shot it until it blows.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#82452

Re: Combat situations

suicide pioneers will do it!
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#82465

Re: Combat situations

Haha, just like a jack-in-the-box. ;D
#84581

Re: Combat situations

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
This game is balanced in everyway. Every Army has its strengths and weaknesses and you use your strengths to attack the enemy's weakness. If both players know this,than it turns into a game of skill.
-FOXYJAGER
#84583

Re: Combat situations

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

Last edited August 12, 2011 at 4:25 AM by Yauz

#84584

Re: Combat situations

Nah, put the demo charge IN the trench.
If you get into an argument with me, you're wrong.
#84585

Re: Combat situations

GodlikeDennis wrote:
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?
#84586

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#84587

Re: Combat situations

What do you mean move past it?  Is the detectable range the same as demos placed out in the open?
#84588

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#84589

Re: Combat situations

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.
#84590

Re: Combat situations

Sappers' demo charges cannot be placed on trenches, neither for CW nor RMC.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#84645

Re: Combat situations

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.
This game is balanced in everyway. Every Army has its strengths and weaknesses and you use your strengths to attack the enemy's weakness. If both players know this,than it turns into a game of skill.
-FOXYJAGER
#84656

Re: Combat situations

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 ^^.
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#84662

Re: Combat situations

@FOXYJAGER
King Tiger is fine afaik. Jagdpanther is the one who has that "feature".
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#87087

Re: Combat situations

Fishhunterx wrote:
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.
COH tag: BrainBoru
#88740

Re: Combat situations

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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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88741

Re: Combat situations

Advance. Rifles get insane when at close combat.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#88744

Re: Combat situations

Why is that? Do grenadiers and volks lose accuracy at close range?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88756

Re: Combat situations

Fishhunterx wrote:
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 edited September 4, 2011 at 7:54 PM by Yauz

#88759

Re: Combat situations

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)
#88760

Re: Combat situations

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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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88763

Re: Combat situations

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.
#88765

Re: Combat situations

[quote author=Mad hatters in jeans link=topic=6358.msg88759#msg88759 date=1315168784]
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
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#88795

Re: Combat situations

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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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88815

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#88821

Re: Combat situations

GodlikeDennis wrote:
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.
#88822

Re: Combat situations

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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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88824

Re: Combat situations

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 edited September 5, 2011 at 3:43 AM by Yauz

#88829

Re: Combat situations

Thx Yauz. Another Q :P. In a 1vs1 fight which is the best to worse? Bren carrier, Jeep, Motorcycle, or Scout Car?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88831

Re: Combat situations

Dunno about against each other, but in general usefulness (IMO):

Bren>Scout Car>Bike>Schwimm>Jeep
If you get into an argument with me, you're wrong.
#88833

Re: Combat situations

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 :-\
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#88834

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#88835

Re: Combat situations

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.