• Breaking News

    Sunday, May 3, 2020

    Company of Heroes See that medical squad right there? BURN IT WITH FIRE!!

    Company of Heroes See that medical squad right there? BURN IT WITH FIRE!!


    See that medical squad right there? BURN IT WITH FIRE!!

    Posted: 03 May 2020 02:09 PM PDT

    I was observing someone's match and this happened.

    Posted: 03 May 2020 07:56 AM PDT

    Does anyone know what "DOWN" means?

    Posted: 03 May 2020 05:01 PM PDT

    “GG Ez”

    Posted: 03 May 2020 10:10 AM PDT

    Over 2.1k hours played in this game, what is this toxic shit? This is one of the most compelling RTS games of our time, and the majority of people playing it still are the hardcore loyal COH fans, have some respect if you win...

    submitted by /u/Spartan706
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    Do only flamethrowers deal bonus damage vs cover or does all flame weapons get this bonus?

    Posted: 03 May 2020 03:53 PM PDT

    I'm talking stuff like Soviet incendiary artillery and that napalm thing either Ostheer or OKW get (Stuka something, can't remember.), soviet conscript molotovs, british anti-building flame mortars, OKW Volksgren (And I think Ostheer stormtrooper) flame grenades, etc.

    submitted by /u/Toybasher
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    Out of curiousity, what does Hit The Dirt! (Conscript PPSH) actually do?

    Posted: 03 May 2020 07:09 AM PDT

    All I could tell was that it caused rifle grenades to spontaneously materialise out of the air and instantly kill the squad.

    Jokes aside, what does it actually do? What can I expect to do with this ability?

    submitted by /u/Atomic_Gandhi
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    Weekly Reminder for 2v2+

    Posted: 03 May 2020 11:33 AM PDT

    Friendly reminder that if you play in a team game, talk to your team! So many games are lost to poor communication skills and players stubbornly refusing to ask for help. I all too many times have an enemy team 2v1 my partner, only to have my partner call GG and quit rather than requesting help. If you see your teammate in trouble fighting more than one opponent don't just make your way over to help, let them know you are coming! Players will behave in a completely different manner if they know they just need to hold on for a bit rather than thinking they are just being overrun. A mass retreat from your teammate leaves you facing a 2v1 scenario, where if he can hold even just two infantry squads in reserve it could be a big difference in the outcome of the next fight. Conversely, ask for help if you're in trouble! If your teammate ignores you and doesn't respond in chat or on the battlefield, do what you can to reorganize and assist them if you lose ground after a 2v1. The BIGGEST mistake 2v2+ players make is thinking that their game is just two, three, or four 1v1's occurring at once rather than a true team game. Talk a lot and work with your squad. If it isn't something doing now I promise you will raise yourself 100 ranks in the ladder just by beginning to do this.

    submitted by /u/FoamSquad
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    I wonder what's gonna happen next

    Posted: 03 May 2020 08:33 AM PDT

    Questions about Build Orders

    Posted: 03 May 2020 01:28 PM PDT

    I am a relatively new player in COH2 (player card). I exclusively play 1v1s, and I have some questions about build orders.

    1. Is there a reason Soviet Penals is not used? I know that Conscripts can construct green cover, but given all of the complaints about their inability to scale (and the fact that Penals can turn into AT infantry later), I don't see why T2 is favored over T1.

    2. When playing OKW, is T2 or T1 preferred? Generally, I go T1 vs. UKF and T2 vs. Soviets and USF.

    3. Generally, when playing 1v1s, is it better to just have a bunch of medium tanks in the late-game, or is it better to stick it out with 1 medium tank and then save up for a heavy? I am aware of heavy stalling (i.e. the practice of saving up for a heavy tank call-in), but that tactic seems largely ineffective to me. My goal is to have 3-4 medium tanks in play (depending on the faction) by the late-game.

    Thanks in advance for the help.

    submitted by /u/Thedude5able
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    Guards Armored Breakthrough Tactics

    Posted: 03 May 2020 04:56 PM PDT

    Hey guys, did you notice the lack of an IS-2 Doctrine with Guards? Did you also notice that there is unexplored design room for Soviets in terms of a new variant to IS-2, or one-off command units? Here is a doctrine that re-imagines some existing things and combines them in a new way to make for a doctrine that can almost do it all; At the expense of basically no off-map ability, you get a doctrine that has versatile line infantry and possibly the best heavy tank Soviets have to offer. It's centered around squeezing the most out of your fielded units for frontal sledgehammer blows. Here goes!

    2 CP: Guards Rifle Infantry

    The backbone of the army.

    3 CP: Guards Command Squad

    Elite Command Squad of particularly tough Guards Riflemen, each with an elite Mosin-Nagant that individually have the stats of Obersoldaten Kar98k, except with 20% less damage. Cannot be merged with and is limited to 1. Overall, compared to Jaeger Command Squad, they are more combat oriented and have fewer abilities. They have three relatively expensive (120 muni) upgrades that set the direction of what type of Command Squad you want.

    x6 Lend-Leased Thompson upgrade makes them into a powerful generalist squad, that is less durable than Shock Troopers but quite a bit more powerful across the range. These Thompsons are statted like Panzergrenadier StG44s, and have the DPS of 5 StG44 rifles, meaning the stats are the same except damage is 20% less. This unlocks smoke grenades as well as gives them out of combat sprint. The end result is a powerful assault squad that can use smoke grenades, but has no damaging grenades nor supporting abilities.

    x4 PTRS upgrade makes them a decent AT squad, but the main strength comes from their ability to mark vehicles. This special variant of mark target does not increase damage taken by enemy vehicles, but instead, reduces their armor to a large degree. It does not make a difference against light vehicles, but it makes lighter AT weapons more effective against heavier targets. This upgraded squad can also throw AT grenades.

    The last upgrade is not a weapon upgrade, and is called Artillery Liason Training. The squad retains its original weapons, but gains 2 offensive abilities:

    Coordinated Light Artillery Barrage: 76mm ZiS guns, SU-76s and mortars within range will all fire at the targeted area.

    Coordinated Light Smoke Barrage: 76mm ZiS guns, SU-76s and mortars within range will all fire a barrage of smoke shells at the targeted area, which is a relatively large area.

    5 CP: Conscript Repair Kit

    The prevalence of Guards in this doctrine means a support role for your Conscripts would be nice to have.

    5 CP: Precision Barrages

    Mortars and Katyushas can pay a munitions cost to fire off Precision Barrages. Since the doctrine has no off-map call in, this is a partial remedy. This barrage shares cooldown with the regular barrage.

    13 CP: Guards IS-2 Heavy Tank

    An IS-2 crewed by an elite crew that has earned the Guards designation. This tank is more expensive than a regular IS-2, comes at Vet 1 like the Tiger Ace, but is sturdier and has some extra abilities. Instead of the Vet 1 capture ability, Guards IS-2 comes with the same Inspire Infantry ability from KV-2. Vet 2 unlocks the Hull Down ability, allowing the tank to go Hull Down by itself.

    submitted by /u/ecmrush
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    Dump File Error

    Posted: 03 May 2020 07:50 PM PDT

    Hi guys,

    I'm sure you've heard this before but i've recently been getting crashes that result in a windows dialog box saying cannot create a dump file error 183 or some such.

    It's really consistent so much so that it happens every single game. I've tried to look up some fixes but there's nothing concrete or even recent.

    If you guys have any sort of wisdom to impart that would be really great.

    Thanks

    submitted by /u/Longsaddle
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    Does anyone know of a Pacific Theater mod?

    Posted: 03 May 2020 07:20 PM PDT

    I know about the Far East mod that shows China vs Japan, but is there a mod for the Pacific Theater that deals with the USMC vs Japan?

    I've been looking through modding tutorials but figured it'd be worth asking so I could save some time. Thanks!!

    submitted by /u/I_am_Direwolf
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    I’m trying to use the brits more after new update and I’ve done fairly well. Although idrk much about their tanks could someone explain them better and how I should use them?

    Posted: 03 May 2020 05:11 PM PDT

    Specifically the Cromwell and infantry tank, isn't one supposed to be a meat shield? Last time I remember they both crumble really fast I don't see the point in getting them over the firefly or the centaur.

    submitted by /u/ValiantHawk
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    USF macro - should you always get both officers?

    Posted: 03 May 2020 12:30 AM PDT

    The USF is by far my favorite Allied faction thanks to their unique special traits like vehicle crews and mobility. However, macro-wise I feel a bit lost at times: I'm a long-time Ostheer player, so I tend to take team weapons for granted. In the case of the USF, it feels like you can only get MG's or ATG's most of the time, unless you want to delay the arrival of medium armor and a forward retreat. I know Airborne and Recon Support can work around this, but I don't play them that much: typically my commander roster consists of Armor, Rifle and Heavy Cav Companies.

    I'd like to ask you fellow US players for an opinion on US tech and macro. Do you always get Lt. first for the .50 and Stuart? When's the time for Captain and AT: before or after T4 (or never)? The .50 is a great MG, but I feel like I'm completely screwed if my only AT options are the Lt's bazooka and Rifleman snares until T4, which is why I tend to gravitate towards teching Captain -> Major, skipping T2 altogether and getting the AA HT in place of the Stuart. What makes it even more convoluted to me is the way both tech choices add an infantry squad to your roster: this means that I might end up with five mainline infantry squads running about, two of them being officers with no snares. This really takes its toll on the MP gain and thus makes it awkward to spend more on team weapons.

    submitted by /u/Nuubio
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    maxim spam

    Posted: 03 May 2020 03:25 PM PDT

    what the hell is up with the amount of maxim spammers I see them in almost any game against a soviet player and it is such an annoying tactic too try and counter

    submitted by /u/AngryKV2
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    What Leadership bonuses does the Assgen Sargeant give? Also, does he have a 'Pgren' Model?

    Posted: 03 May 2020 11:17 AM PDT

    Two quesions:

    1. Most-all 'Squad Leader' upgrades give a leadership buff to the squad, even if the model is dead, giving a special passive buff. What is this for the assgren leader? (Eg Conscript Veteran gives them Cover Fighting and EXP gain rate, Wher's Grenadier Vet from Veteran Infantry doctrine gives a scoped g43 rifle along with a 10% weapon accuracy and recieved accuracy buff)
    2. Is the assgren leader model tougher/more damaging like a Pgren, or is he just a reskinned grenadier?
    submitted by /u/Atomic_Gandhi
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    The Official CoH2.org Discord server

    Posted: 03 May 2020 02:42 AM PDT

    It doesn't quite look like we've actually made a reddit post with the link for quite some time now, so I'm (finally) posting this. Please read the rules and be civil.

    discord.gg/coh2org

    submitted by /u/SteinGrenadier
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    How do I find replays of tournament matches, like the 2019 WC?

    Posted: 03 May 2020 12:09 PM PDT

    Trying to find the replays or coh2db links for the 2019WC games. Picked up this game after sitting on it for years, been having fun with SU. Specifically looking for Luvnest SU replays.

    Thanks!

    submitted by /u/theswampthinker
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    How do the factions rank in terms of importance of combined arms?

    Posted: 03 May 2020 07:54 AM PDT

    I understand all factions benefit greatly from combining infantry, support weapons, and armour. But I feel like some factions are punished less for focusing on one unit type (though I'll still say it's nowhere near as strong as proper micro and using different units in tandem)

    I personally see OKW and UKF blobbing infantry the most as they have a wide units that are really good at AI and AT. With over-investing in armor, honestly I've seen every faction do it when ahead on fuel, but I feel OST and UKF gets away with it the most often with their baseline choice of strong armour.

    Just wanted to see what you guys think!

    submitted by /u/chwalistair
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    Canadian/British commander Idea?

    Posted: 03 May 2020 10:11 AM PDT

    Next commander option for UKF could have Canadian troops, for example maybe airborne or something of that type? Has this been discussed before? Is it possible?

    submitted by /u/IHazNoID
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    Why doesnt the aaht supress units sometimes?

    Posted: 03 May 2020 03:51 AM PDT

    When I use the usf aaht, sometimes it can happen that a unit is able to come close and snare it ( I know I can move away ) But the problem is that the unit wont even get supressed at all, just runs up and snare it. it doesnt happen all the time because sometimes it supress instantly but moments like that are annoying

    submitted by /u/flowisher
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    White Phosphorus Smoke Barrage from Rifle Company does NOT block line of sight vision. Is this a bug or intended?

    Posted: 03 May 2020 09:28 AM PDT

    After using it a few time in games I started to get suspicious that despite what the tooltip says ("this will obscure the sight of units"), the White Phosphorus off-map was not blocking enemy LOS. I tested it multiple times in a custom match, and confirmed my suspicions.

    Is this a bug or a feature? I've noticed that this could actually be advantageous, because without the LOS blocker your own troops could continue to shoot through the smoke and finish off damaged enemy units that might be running away.

    submitted by /u/DerekFisherPrice
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