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    Saturday, September 26, 2020

    Company of Heroes Could be more specific

    Company of Heroes Could be more specific


    Could be more specific

    Posted: 26 Sep 2020 11:20 AM PDT

    [4v4] sending 8 scout cars to demo charge the bases

    Posted: 26 Sep 2020 04:58 PM PDT

    Completed Ardennes Assault using only one commander, might try it with the others

    Posted: 26 Sep 2020 07:52 PM PDT

    When will next Company of Heroes arrive?

    Posted: 26 Sep 2020 03:24 AM PDT

    I know it might sound unreal guys, but any news on when the next instalment of #CompanyofHeroes will arrive? I'm dying to experience this game in the Pacific theatre.

    submitted by /u/mech_inf
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    OKW Build order help (4v4)

    Posted: 26 Sep 2020 09:47 PM PDT

    As above, what do you build into in 4v4?

    submitted by /u/Bobonopoli
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    Good to be back.

    Posted: 26 Sep 2020 05:12 PM PDT

    Back from a 10 year hiatus from this game :D. What did I miss?

    submitted by /u/mindfyre
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    I wanna ask the community, since I express curiosity about the OKW fortifications commander I'm going to buy the remaining OKW commander and gonna get soviet counter attack commander cause I heard its top tier. For ostheer which commander is very good or top tier?

    Posted: 26 Sep 2020 03:57 PM PDT

    How to counter Jackson range?

    Posted: 26 Sep 2020 02:08 PM PDT

    Hi all, been lurking around a bit and like this community enough to finally make an account!

    I was wondering if anyone has any good counters to the Jackson's range. The SU-85 yo an extent also. I specifically hate that it is given the same range as an AT gun. Not complaining about OP or not OP. Just wanted to see if anyone has any ideas to counter it's stupid range.

    I don't care if I lose panthers to a flanking Jackson. I'd rather that than lose a half track because of the annoying range of the Jackson. Other than strategic reserves and spamming flares and AT guns, how do I negate the stupid range and vision of the dumbass Jackson?

    Any ideas are appreciated. Thanks.

    submitted by /u/AlliesOP
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    Diffrence between ostheer and okw Blitz?

    Posted: 26 Sep 2020 06:16 AM PDT

    When u shit your pants and need to get out of an engagement ASAP

    submitted by /u/banglamadarchod
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    Master League 3: Chaos Krieg + ML2 Recap

    Posted: 26 Sep 2020 10:26 AM PDT

    Sorry for the pic but my lord!!! These land mattress are very badass rocket �� artillery!!! ������ no wonder Britain manage to conquer 25% of the world! I even destroy a damage king tiger �� (half health) with these land mattress! Also the white phosphorus is insane! ��

    Posted: 26 Sep 2020 06:55 PM PDT

    Brits could really use some mobile early game indirect fire

    Posted: 26 Sep 2020 02:11 AM PDT

    Everytime I bring this up there will be some chump who will fiercely counter "bAsE ArTy iS iNdIrEcT fIrE!!" This is an absolutely retarded take.

    -Base artillery runs on munitions. 40 muni for a squad to have artillery flares, and another 45 muni to actually use the artillery barrage. Also UKF artillery is underpowered until the second Howitzer is unlocked at T3 which won't happen until late game.

    -To throw the flare you have to get within distance of your target. Typically there will be an MG or maginot line of bunkers preventing this. There are plenty of Axis players who like to build walls of MGs and AT guns making it extremely difficult to pop an artillery flare. The only way to get around this is to either invest in a sniper or do your best which will typically result in casualties and MP bleed and a risk of failure if the flare squad gets pinned.

    -Again, Artillery costs munitions and has a cool down time. In the time it would take to get enough consistent fire on the desired target a considerable amount of time will have passed while a mortar could've been pouring fire from a /safe/ distance.

    -It's better to dig in with a mortar than to risk losing your squad to toss them into the abyss against a target that's just going to reposition.

    -The mortar pitt is great and all, but comes out later in the game and is fairly expensive in the early game. 210 MP for the engineers needed to build it, along with 350 MP for the mortar pitt. While normal mortars are typically 240 MP. There's also the issue with it being a static emplacement which will just draw the attention of indirect fire, thus making the mortar pitt useful in a more limited range of situations and environments.

    In conclusion, lelic just give the UKF the shitty USF 81mm mortar. It's probably the worst mortar in the game. It's range sucks, it's not that accurate, and the first veterancy isn't all that worth while. I'm going to assume this probably the most underperforming mortar in the game so making it available isn't going to make things more unbalanced and turn the UKF God tier. The lend lease doctrine is mediocre and the new slot would probably allow room for something to make it better. Lelic just give us UKF player's access to this crappy weapon already PLZ

    submitted by /u/cool_anime_dad
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