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    Friday, July 16, 2021

    Company of Heroes What would you like to see in Company of Heroes 3 that's currently missing? - Megathread

    Company of Heroes What would you like to see in Company of Heroes 3 that's currently missing? - Megathread


    What would you like to see in Company of Heroes 3 that's currently missing? - Megathread

    Posted: 16 Jul 2021 02:08 PM PDT

    A lot of people are requesting a sticky thread to post suggestions in, where perhaps Relic can pick a few good ideas from.

    It can be left up as a sticky. (Mods please)

    submitted by /u/Equivalent_Alps_8321
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    Company Of Heroes 3(PRE-ALPHA): All German Infantry Units up close (MEDIUM SETTINGS)

    Posted: 16 Jul 2021 03:32 PM PDT

    Some general thoughts on the Campaign

    Posted: 16 Jul 2021 11:50 AM PDT

    After playing for about 8 hours in the campaign and skirmish battle here is my feedback so far. I started the campaign twice but was never able to finish it, because of some bugs there I was unable to finish a mission, or I had an endless loading screen resulting in a bugsplat. Nevertheless, I think I have quite a good impression on how the game is right now. Thus, I wanted to give some feedback. A few words on my background to help understand my point of view.

    I played CoH 2 extensively with roughly 2000 hours predominantly spend in multiplayer 1vs1 and 2vs2. I only played CoH 1. Outside of the CoH series I sank hundreds of hours into Total War, Xcom and the likes.

    Coming from this standpoint I have to say, I liked what I saw so far. The single-player has lots of potential, but also a long way to go if it wants to become a good standalone with replay capability.

    So far, I always considered CoH single-player a thing you play once and then never touch again, with the introduction of the Campaign map this might change.

    Movement and action points aka pacing

    Right now, the pacing on the campaign map is way too slow. Getting from one RTS mission to the next takes too many empty turns just cleaning up Detachments, turns spend moving and simply waiting for an action point to refresh. This needs to improve dramatically.

    The separation between movement and action is also a system that is unnecessary complex. Similar Turn-based games have mostly moved away from it (See Xcom, Total War). And with good reason. It is an artificial system that feels out of place. Simplifying it into one would make the game easier to understand and speed up pacing.

    The importance of supply

    Currently, supply is present, but at the same time negligible, as one will hardly spend 7 days out of allied territory with how easy territory capture is. Supply routes are the backbone of armies, thus the single-player should be the opportunity to implement this.

    Maybe merge the movement and action points with supply and interlink them with the RTS element via a resource multiplier. For example, the player has the choice if he wants to move and then fight with reduced Resource income, or advance slowly but with resource buffs in the RTS elements. Not only would it simplify the now artificial systems it would also bring more choices for the player (equals more replayability) and even bring in a nod to reality. I see lots of potential here. In any way, the system right doesn´t do justice to the importance of supply.

    Detachments and Companies

    The differentiation right now is a mess. First of all, it takes time to really understand the difference between them, and then the role of detachments is negligible. It is cumbersome to deal with all the small enemy detachments, and I do not think your own detachments add much to the gameplay experience.

    There is no real differentiation between an MG detachment or a mortar detachment. Also, the whole fighting part on the campaign map is not enjoyable right now. Only engineer and medic detachment are viable, as they fulfil vital functions.

    I only see two possibilities for this, either get rid of detachments, keeping engineers and medics and replacing mgs, and At guns with defensive replacements like the AA gun that slow down enemy movement for your companies to arrive. Or give the companies the ability to upgrade with certain detachments, that are not individually controllable.

    The second possibility would be to rework them so they behave on the campaign map with similar rock paper scissor logic as in the RTS part. It would add a lot of complexity and I do not really know if that is needed.

    Anyway, right now Detachments are just an unnecessary micro burden without any real gameplay.

    Companies also suffer from being not different enough. Besides the obvious balance discrepancies (Indian Artillery with the Bombardment being way better) their uniqueness should be greatly enhanced, and each company should have some unique abilities that also influence the RTS part heavily. (like ambush for special and or airborne). I will talk next about the link between the campaign map and the RTS part, but companies and their connection should be the main difference and thus replay factor on how the RTS part pans out. This should go beyond just different units.

    Campaign Map and RTS connection

    For replayability purposes, the connection between what the player does on the Campaign map and how it affects the RTS battles needs to be really strong. It is partly already there with the companies, but it needs to be enhanced. Looking at the Total War series, one can understand why it has so much replayability. Besides the obvious stuff like different factions and start points and goals, one major factor is the choices the player has in choosing the setting and rules for the RTS part. From deciding the army composition, to the terrain and the style of battle, these choices are all made on the campaign map but heavily influence the RTS part, interlink them and thus make each playthrough different.

    To conclude, the stuff I do or don't do on the campaign map should heavily influence the way the RTS part plays out. That is the part that gives replayability. If every battle plays out more or less the same way, just with a different unit roster (like CoH 2 Ardennes Assault) it doesn't matter if I can choose the order in which I take the missions, replayability is severally limited.

    I do not know if the health of the company already affects the RTS element, but it should factor in somehow, as well as supply state, reinforcements from nearby companies (if I have an artillery company nearby give me access to a bombardment, the nearby airfield and the airplanes present determine air abilities and their arrival time, the possibilities are endless) terrain type, war crime status (hints are already there with one commander wanting to bomb Monte Cassino while knowing of the civilians), partisan support etc.

    It also opens up way more scenarios for RTS battles instead of boring skirmishes. (Ambush, Nighttime, Convoy escort you name it)

    In short, give the player more ways to influence the RTS battle element, so that replayability is high, and the choices affect how the RTS battle pans out.

    Relying on the AI alone is a sure way to fail. At some point no matter how good the AI becomes predictable, severely limiting any motivation to replay because the outcome is calculable and it doesn't matter if I have slightly different units.

    Other Stuff

    UI: I was sceptical in the beginning, but now I really like the new position of the Units at the bottom of the screen. I can see them quicker and easier than looking at the minimap and with a bigger display, it is not always combined with an eye movement into the top right which makes it faster. But the best thing about it is, that it is optional. Player customization is key here, so good job. But it can and should be heavily expanded by giving the players options to choose the position and size of the minimap size of specific unit icons etc.

    Tactical Map: As a heavy tac map user, its absence leaves me very sad. Minimap right now shows close to no information needs to be heavily expanded without going down the CoH 2 route where the base building icons covered half the map.

    Breaching: Cool mechanic, but apart from the first mission, I could not test it further. Also, it is mainly a multiplayer thing, so can't comment on it, but in concept, it sounds good.

    Base Buildings: I like that the engineers do not need to build the base buildings anymore. Very good change. Also, you should not be able to build multiples of the same buildings. It just adds confusion and the ability to produce multiple identical units at the same time is not needed.

    Final Thoughts

    Really happy with the game so far. With lots of polishing has the amazing potential not only multiplayer but also in the single player. Looking forward to the next preview!

    submitted by /u/Shatterhand248
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    Having played as all 3 factions now, I fucking love what they've done with Asymmetry in COH3

    Posted: 16 Jul 2021 12:12 AM PDT

    NOTE: This information may not be final, as the devs have not yet 'released' Axis yet for players to play. This is based on an edited save game that makes the player play as the AI Axis via swapping faction ownership.

    Just a taste of infantry Asymmetry:

    -American weapon upgrades are either Overpriced for effect, or dirt cheap and spammable based on your Tech Choices: they become DIRT CHEAP if you invest heavily into infantry tech choices via fuel and manpower, and you can go really deep into infantry tech upgrades. American weapon upgrades are largely straight upgrades that just increase the units DPS at all ranges and situations. However, american upgrades are Moderate-Impact in terms of how much they upgrade the unit, but its easy to spread out your upgrades because most american upgrades (Bars) upgrade 1 slot at a time. Weapon upgrades for USA are more about how deeply you teched into infantry tech at the base. You'll either have well armed infantry hordes, or lightly armed infantry supporting upgraded vehicles, or a mix of both if you spread out your fuel use.

    -British Weapon Upgrades are very expensive and cannot be discounted via tech, but are high impact and alter how the unit fights. They can get Double Brens for stationary all round DPS, Recon package for arty strikes, vision, and long range DPS, or Boys AT rifles, turning them into AT tommies like Coh2, but with much better Anti-cover potential, allowing them to excel in certain situations via destroying enemy cover. Weapon upgrades for the British are important, game altering choices, and upgrading a squad actually changes its type and Icon.

    The big one: (also note may be wrong because Pre-alpha savegame)

    -Axis/Wehr has no weapon upgrades AT ALL. BUT, their elite troops spawn with their weapon upgrades for free. They also have Merge 6 man Grenadiers, you're expected to spam superior grenades with your Munis and make heavy use of Merge with HMG42's, Pgrens (like Coh2 Pgrens), Jager Light sniper scouts, and StormTroopers (these stormtroopers are OberSoldaten equivalents). I love this, as it makes the the "grenadier" tagline on all their units really mean something. Also, naturally, axis grenades are very good.

    Overall: this is really fucking cool. Each faction actually feels way different to play. Their troops have different Structures, Builds, and Fighting Styles.

    Sidenote: LMG and scoped rifle changes:

    It also looks like the LMG damage curve isn't inverted anymore! This is a huge change, and now more like that of Coh2's BAR or FG42 or a rifle, aka it does more damage the closer the enemy is, its an 'all range' weapon but doesn't fire while moving. This means decrewing HMG's frontally with LMG troops is harder, and also it means that LMG infantry can defend themselves better against simple head-on charges due to having decent medium and close range DPS.

    It SEEMS like the only weapons with Inverted Damage curvs are Scoped Rifles, which all seem to be Long range specialists like Coh2 LMG's.

    Anyway, that's my slice of Coh3 for you for now.

    It plays extremely well, and seems to be way less Cheesy compared to COH2 with its exterminator Lazer-sniper LMG infantry. I really like how different the 3 (so far) factions feel. Great pre-alpha slice so far.

    submitted by /u/Atomic_Gandhi
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    Top 10 CoH-Development Topics

    Posted: 16 Jul 2021 07:26 PM PDT

    Monte Cassino Crash

    Posted: 16 Jul 2021 04:27 PM PDT

    We're aware that some players are encountering a crash when capturing Monte Cassino in the Pre-Alpha Preview. We plan to address this as soon as possible early next week. Thanks for your patience.

    submitted by /u/JohnT_RE
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    Who else is crashing when they try to take Monte Cassino?

    Posted: 16 Jul 2021 10:14 AM PDT

    I've crashed 3 or 4 times trying to enter the skirmish in Monte Cassino, I've tried different units initiating, or waiting a few turns. Nothing seems to fix it. Anyone got any ideas?

    submitted by /u/Awesomehood
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    FYI The Coh3 Edge scrolling delay has been removed, its now much more playable now

    Posted: 16 Jul 2021 12:23 AM PDT

    Just a PSA for people like me who found the edge scrolling deplay extremely painful.

    submitted by /u/Atomic_Gandhi
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    Getting stomped by normal AI Soviets. (CoH2)

    Posted: 16 Jul 2021 07:59 PM PDT

    Picked it up as it was £0.75. I've played the dawn of war games pretty extensively so u thought I'd be able to pick up the game. I'm playing the wehrmacht and just getting rolled. Went out secured points built bunkers with machine guns and mortar teams to build up a line of defence, but the AI gets armour well before me, my lines got flamered to death, and the AI was fielding T-34 before I had my first panzer. Don't know how I'm playing the game so wrong.

    Any tips on what I could be doing wrong? I had so little manpower, fuel, and munitions so I couldn't really build anything.

    submitted by /u/Ornery_Orc6504
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    Will there be any Italian units?

    Posted: 16 Jul 2021 05:53 PM PDT

    I mean...it's set in Italy. Maybe Axis could get some Bersagliere or something? I know it's 1943 so...really Italians could have units on both sides.

    submitted by /u/ExtensionFeeling
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    Videogames and Oops! Accidental Nazi Propaganda

    Posted: 16 Jul 2021 09:48 PM PDT

    So I just bought COH2 during the summer sale, having never played the series. I decided to start off with the Soviet campaign to learn the ropes and get used to it. I really can't speak about anything about the gameplay so for now this post will be about my take on the game as a history teacher.

    (Before we begin, let me say I'm still enjoying the game though!)

    Until about 2000, the Eastern front was terribly neglected in pop culture. Most WW2 films were made in Hollywood and dealt exclusively with the Western Front, mostly Americans like in 'Saving Private Ryan' but also sometimes the British a la 'A Bridge Too Far'.

    Then, in 2001 a little movie called 'Enemy at the Gates' came onto the scene, largely ripping off the novel 'War of the Rats' by David L. Robbins. Up until then, we didn't see the Soviet theater of war in film or videogames that much (Cold War animosity was quite reluctant to show them in any positive light) but this movie famously depicted a few tropes we'll see in videos like Call of Duty and Company of Heroes;

    Order 227 - the famous "Not one step back!" decree.
    Barrier Troops - soldiers assigned to the rear of Soviet divisions that would kill those who retreated
    Penal Units - suicide soldiers scraped together from the gulags
    General Winter - the harsh Russian winter
    Overwhelming masses - the sheer population of the Soviet Union
    Sending unarmed soldiers to battle - "Every other man gets a rifle!"

    So here's the tricky part... most of these have some element of truth to them. However, many of them are greatly blown out of proportion. This sort of desperation makes for great drama in movies and videogames, but it also tends to be paired with a few tropes about the German army such as;

    Professionalism - the well-dressed and efficient German military
    Better Soldiers - Much like the American Confederacy, there's this idea that the individual German soldier was better than his Russian counterpart, particularly the leaders
    Technological Superiority - The mighty Panzer IV brought low only by overwhelming numbers of mass-produced T-34s!

    Put together, these tropes uncomfortably draw from Nazi propaganda about why Operation Barbarossa and Generalplan Ost (the systemic genocide of Eastern Europeans carried out by even non-SS units in the Wehrmacht) was morally justified- these people were 'untermensch' who could only hope to win against the dignified German army by overwhelming numbers, the help from winter, or logistics... NEVER their own merits. Even pro-Soviet films and games lean into these tropes that were started during WW2 by Goebells himself. Remember the famous Polish Cavalry? Y'know, the guys who stupidly charged their horses into mighty German Panzers and all got themselves killed?

    It's false. In fact, the Polish Cavalry in WW2 suffered light casualties- they scattered a German infantry division during the Blitzkrieg and withdrew when armor came up. This delay allowed significant numbers of Polish soldiers to sneak across the Romanian border and flee to the West where they would continue to fight for the rest of the war. But Nazi propaganda turned this into a sneering example of their racial superiority against the backwards and technologically illiterate slavic peoples.

    So what about Company of Heroes? Well... the second mission of the Soviet campaign (Scorched Earth), I think, is good. In the opening months of Operation Barbarossa, it is true that the Soviet Army was getting its ass HANDED to it. They were desperate- throwing men into the meat grinder to buy time. It is very likely in these first few months where we get stories of men going out without weapons, of mass executions of retreating troops and general incompetence before the onslaught of the German army. Those first few months were rough for the Soviet Union. I would say many of those tropes have some element of truth to them.

    There is little evidence that Barrier Troops ever machine-gunned their own soldiers when they fled. That's an idiotic waste of resources. Instead, we find through documents that executions were the exception- not the norm. Instead, rear detachments detained deserters and released them back to their units ('cowardice' is not a permanent condition, and most commanders know this). These barrier units were TINY, mostly used for penal battalion units, and less than 2% of individuals detained by them were executed.

    By the time Stalingrad rolled around, the Red Army had pulled a miraculous recovery. No, I wouldn't say that's right... I would say they got back up to their normal strength. The Soviet Army was terrifying to even Hitler, who was once secretly recorded saying that the tens of thousands of captured Soviet tanks his troops had acquired was an unbelievable number. He almost sounds frightened.

    By 1942, your typical Soviet soldier was clean-shaven. Head totally shaved too. He had warm weather gear, nice boots, and was equipped with modern weaponry. So many PPshs! Not to mention the T-34 design had been perfected and was rolling off the line so reliably that the Soviet doctrine for captured German equipment was to basically siphon the fuel out from it and scrap everything they found. In contrast, the German soldier was underclothed and underequipped. Eva Braun refused to give up her fur coats for soldiers for the Eastern front, a clue to how desperate they were for warm weather gear if the Fuhrer's girlfriend was asked for her coat. German soldiers were chronically starving on the Eastern front.

    Is that due to the harsh winter? Well, it was not really any more or less harsh than usual. And part of being an effective fighting force is actually preparing for the battlefield you're going to fight in. The Soviets did. They didn't hope for warm weather to miraculously appear.

    Moreover, the Soviet commanders didn't just throw mass numbers at their opponents- they time and time again outsmarted and outmaneuvered the German commanders in the period between 1942-1945. The Soviets had numerical superiority but we should note that it is not as extreme as we should be led to believe. USSR's population was 200 million at the outbreak of the war, while Germany's was roughly 100 million. Add to that Germany's allies, (Italy 45 million, Romania 16 million, Hungary about 10 million) and the two sides in industrial output and manpower are much more equitable.

    So why do movies and games sympathetic to the Soviet Union continue to use these tropes? Well, the answer is that during the Cold War- the Germans became our friends and the Soviets became our enemies... and a whole lot of former Nazis started writing their biographies during this time period. In our hatred of Communism, we started to take these tropes of Aryan racial supremacy against the hordes of the Slavic untermensch as fact...

    This was kinda rambley but if you would like me to clarify any points or provide sources, please just tell me what you're curious about and I'll reply with further information. For now I'm itching to get back to the game and drive the damn fascists back to Berlin!

    submitted by /u/Pbadger8
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    Lessons from CoH 1, for CoH 2 players.

    Posted: 16 Jul 2021 03:46 PM PDT

    Transcribing from my forum post.

    At its core, CoH 1 is about three things: MANEUVERING, RISK, and CONSEQUENCE.

    There is various evidence of this in almost all aspects of the core design and gameplay systems. For the purposes of keeping scope limited, I will be speaking about core things which are fundamentally NOT present to such a degree in CoH 2 as they were in CoH 1.


    MANEUVERING

    CoH rewards aggressive play and proper movement by giving major incentives in unit confrontations and map design.

    The relative balance of unit power is very nearly 50/50, tipping the favor toward the player with correct utilization. In the classic example, the Riflemen are guaranteed to win if they are able to close the distance. This reinforces the faction design of the US forces as the aggressive, early-game army as contrasted against the longer range and end-game oriented Wehrmacht.

    In macro, the CoH 1 maps and supply were designed to reward underdog players and clever plays through popcapping/oversupply. It was entirely possible, and not at all uncommon to see a player with a large, lategame army lose their cutoff and become supply capped -- meaning they no longer have the ability to reinforce infantry, and giving consequence to over-committing into any single unit (for instance, several artillery pieces). Being aggressive with units and where you played them could enable massive comebacks.


    RISK

    The game makes an effort to enable risk via fundamental design, and inform the player of their current risk as much as possible.

    All units in CoH 1 are responsive, fast, and accelerate quickly; they have the health pools to tank hits while getting in position. This longer TTK lends itself to depth: a massive part of the CoH 1 competitive scene, and even the US faction in its entirety, is currently placed on the humble Jeep for its ability to push units around. Bodyblocking can be the difference between holding onto a game, and losing it entirely.

    There are almost no units capable of engaging a player beyond a full screen (ie, outside of their direct awareness), preventing players from feeling cheated. In 99% of situations, you can see what's firing at you instantly. You aren't searching for some AT gun or heavy tank a mile and half away plinking you from two screens over.

    The audio mix is extremely clear about what units are present, when they're being attacked, and what they're being attacked by.

    Say a PE Halftrack is being engaged by an American AT with AP. As the AT attacks, you hear:

    1 A sharp crack distinct from all other weapons in the game, and the AT's usual crack, above everything else in the mix;

    2 An immediate unit response calling out the specific danger, in a unique voice/accent; it goes so far as to have more than two dozen unique lines by every unit to call out exactly what is firing on them.

    3 The tac-map and minimap are both exceptionally clear and free of clutter to make identification of attacker clear.

    Coupled with the unit agility, if you lose a light vehicle in the first game, it was because you stopped paying attention to it, not 0.5 second mistakes in positioning. You very rarely feel cheated.


    CONSEQUENCE

    Players are forced with decision making in the core gameplay loop at every level.

    Doctrines and their call-ins are completely unpredictable based on resources or any other information available to the opponent. It is entirely possible to drop a StuH when cut off and low on fuel, keeping you in the game. At any point a player may choose and debut a unique doctrine or unit which enables very flexible, unorthodox, and unpredictable builds.

    Shock units which underpin the factions have precise timings. The 222 AC is a PE shock unit that is critical to regaining or retaining map control. Its fastest arrival time is 4:45; the immediate counter in the M8 arrives about a minute later at 6:00; and its own counter, the ATHT comes out at 7:30-8:00. If a player doesn't make use of a unit's potential in the given window, that unit and the fuel spent on teching it lose considerable value.

    Blobbing is instantaneously punished by multiple abilities. A single arty piece, Strafe, or Sector are all capable of killing units without warning; the strafe's damage mechanics significantly multiply the damage if there are more models in the target box by the time it arrives.

    submitted by /u/FOR_SClENCE
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    Is it just me or is the IS-2 kinda bad for it's price?

    Posted: 16 Jul 2021 12:05 PM PDT

    Hey all! I normally play 1v1s, so I don't have a lot of experience with the larger team games, but I was messing about with some friends and ended up building an IS2.

    I was really disappointed with it. Despite how large and lumbering it was, it didn't have all that much health, and it seemed fairly easy for the pak 40 to pen it, and very easy for enemy panthers. Is it intended to be a somewhat weak heavy tank to make up for the lategame power of stuff like 7 man cons and the SU-85?

    Thanks in advance.

    Also if you're going to use this as an excuse to just scream AXIS OP or ALLIES OP please don't bother.

    submitted by /u/OldSchooler22
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    Can I change the difficulty in the COH3 Pre-Alpha Campaign?

    Posted: 16 Jul 2021 08:16 PM PDT

    See title. Can't seem to find an option anywhere.

    submitted by /u/alexeve77
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    when does coh3 alpha end?

    Posted: 16 Jul 2021 04:27 PM PDT

    anyone know?

    submitted by /u/BamboozledByCrocs
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    CoH3 Alpha: First play at the German faction!

    Posted: 16 Jul 2021 05:17 AM PDT

    Coh3 GUI

    Posted: 16 Jul 2021 08:21 AM PDT

    I love the way COH3 looks right now I just don't like the fact that the troops are at the bottom and the interface is much different than CoH2 and if we would be able to configure it?

    submitted by /u/adamfromthonk
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    Turned the tide.

    Posted: 16 Jul 2021 01:01 AM PDT

    What if unit can camouflaged in building

    Posted: 16 Jul 2021 02:18 AM PDT

    unit like partisan or sniper which can camouflaged/hold fire can reallh benefit from this, it wont show that the building is occupied untill the unit open fire, if a enemy squad enter the building which is occupied by the camouflaged unit they'll have a close range battle(which smg will certainly win)

    is just an idea i thought of after seeing the breach ability what do you guys think?

    submitted by /u/papyrus_0
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    Wikinger Mod Help

    Posted: 16 Jul 2021 04:23 PM PDT

    Hi guys, I'm looking for some help with how to play the Wikinger mod on my own against AI in skirmishes. Every time I create a game with Wikinger selected, the doctrines don't appear except from the HQ, and the game tells me I'm missing core components of the mod. However if I try to select "play" when looking at the core features mod in the in-game mod browser, it always dumps me into a lobby with other people. When that game loads, the doctrines work just fine and I can access the tech tree with no problems, but never in single player. I just want to play by myself and I cant figure out why it wont work. If any of you can help me, I'd appreciate it.

    submitted by /u/Emperor-Dman
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    Game crashes when clicking on in game store

    Posted: 16 Jul 2021 06:12 AM PDT

    Hello everyone, I dont know if its only my game but every time I click on in game store the game crashes and shows the bug splat window. Anyone knows any solution??

    submitted by /u/AdFunny5089
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    Need help against specific UKF strat.

    Posted: 16 Jul 2021 03:42 PM PDT

    Playing ostheer how do I deal with:

    Assault sections spam + universal carrier.

    Usually this will mean they rush the comet or a doctrinal tank.

    I only have issues maintaining early game control when the enemy uses this build order.

    They shred assault grens and rape osttruppen.

    My main success has been using regular grens but certain maps + the universal carrier allows them to close the distance very quickly.

    The only (hard) counter I found was 2x pioneer + mg42 into Panzergrenadier spam. But this leaves you open for stuff like the AA halftrack (eco), and relying on packs usually leaves you with your dick hanging out as players using this strat usually rely on heavy mobility. Which the pack is the opposite off.

    submitted by /u/TheNewTimeGamer
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    How do you start rts battles in coh3?

    Posted: 16 Jul 2021 03:13 PM PDT

    I'm supposed to help the partisans in avellino but I have no idea how to actually start an rts battle.

    submitted by /u/eewoulfe
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