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Combat situations

Strategy and Tactics

#95175

Re: Combat situations

But we can't queue the retreat. Painful experience :P
I'm drunk now, I'm outranked you in philosophy.
#95181

Re: Combat situations

Yes you can.
If you get into an argument with me, you're wrong.
#95183

Re: Combat situations

how? Shift + retreat button? ???
I'm drunk now, I'm outranked you in philosophy.
#95186

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95195

Re: Combat situations

Just remember to hit Shift Key...
I mostly failed to queue it because I miss the Shift and hit Caps or Ctrl instead... :P
I am sorry for my bad
#95262

Re: Combat situations

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
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"Ha Ha Ha! We have the ZEAL!"
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#95306

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95410

Re: Combat situations

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

Last edited October 27, 2011 at 12:40 AM by Fishhunterx

#95426

Re: Combat situations

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.
Steam
CoH name: totalrecall
#95430

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95488

Re: Combat situations

@ 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 :(
I'm drunk now, I'm outranked you in philosophy.

Last edited October 28, 2011 at 6:14 AM by Dann88

#95507

Re: Combat situations

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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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95513

Re: Combat situations

Fishhunterx wrote:
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.
"Balancers are 10 a penny"
#95517

Re: Combat situations

I meant something like that :P. The closer they are to the nade, the more dmg
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95519

Re: Combat situations

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.
"Balancers are 10 a penny"
#95521

Re: Combat situations

LOL thats happened to me sometimes. A molotov hits my mg in the building but barley takes dmg :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95547

Re: Combat situations

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?
I'm drunk now, I'm outranked you in philosophy.
#95551

Re: Combat situations

Probably :P. If you evacuate b4 the grenade explodes you might be able to avoid it
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95553

Re: Combat situations

Dann88 wrote:
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.
I identify as a four-eyed bird man. /s
#95602

Re: Combat situations

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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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95605

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95615

Re: Combat situations

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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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95616

Re: Combat situations

Fishhunterx wrote:
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.
"Balancers are 10 a penny"
#95635

Re: Combat situations

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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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95660

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95664

Re: Combat situations

@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?
I'm drunk now, I'm outranked you in philosophy.

Last edited October 30, 2011 at 6:55 AM by Dann88

#95692

Re: Combat situations

@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?
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited October 30, 2011 at 8:07 PM by Fishhunterx

#95712

Re: Combat situations

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

Last edited November 1, 2011 at 2:53 AM by GodlikeDennis

#95757

Re: Combat situations

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!)
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95761

Re: Combat situations

Fishhunterx wrote:
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
"Balancers are 10 a penny"
#95763

Re: Combat situations

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.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#95766

Re: Combat situations

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
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95791

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95797

Re: Combat situations

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 :'(.
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95799

Re: Combat situations

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

Last edited November 1, 2011 at 8:34 AM by GodlikeDennis

#95800

Re: Combat situations

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
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95801

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95803

Re: Combat situations

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.
I identify as a four-eyed bird man. /s
#95868

Re: Combat situations

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
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95899

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#95910

Re: Combat situations

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 >:(
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95971

Re: Combat situations

i would say mines and panzerfausts.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#96236

Re: Combat situations

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: [time]1320777603[/time]

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

Last edited November 8, 2011 at 6:40 PM by Fishhunterx

#96245

Re: Combat situations

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.
"Balancers are 10 a penny"
#96249

Re: Combat situations

My shreck squad was on the other side of the map :P. But TY for the advice

Post Merge: [time]1320833741[/time]

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

Last edited November 9, 2011 at 10:15 AM by Fishhunterx

#96342

Re: Combat situations

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  ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96392

Re: Combat situations

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.
If you get into an argument with me, you're wrong.
#96394

Re: Combat situations

But I was PE :P. So how do you stop MG emplacement as PE early on ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96397

Re: Combat situations

Fishhunterx wrote:
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.
"Balancers are 10 a penny"