Company of Heroes: Eastern Front

Author Topic: Balance and Logik of Wehrmacht Defense  (Read 13127 times)

Offline Cranialwizard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #30 on: July 29, 2011, 03:21:27 PM »

Bleh. The whole trenches thing gets pathetic. They have been watered down to pointlessness due to constant whining. If the brits actually get anything with teeth, it gets watered.
The trenches are hard to kill, guess what, thats not a surprise.
The men in trenches are pointless.
The enemy can walk up to trenches and walk around - especially at any vet levels. I have yet to see any viable killing power from a unit in a trench. One squad of pios can walk up and decimate a trench even when the whole trench is firing at them.
The Wer can deal with trenches in short order care of Pioneers and snipers.. Especially at any vet level.
Men in trenches are actually hobbled because they are immoble, and sit there quite uselessly. It can be quite advantageous to find your oppo is simply trenching up.
PE get the options to take grenades early game, and again, as these are counters to trench play, whats the whining about?
And lastly, the taking of a brit trench is a prize worth snagging, because if you put troops in them, the brits really struggle to counter it.




2. Trenches promote 'camping and passive game' ( not sure who said that, I like trenches). But everyone else here hates them, so they won't be included.

To be fair, I only hate trenches because they're nigh invincible.    :-\

If they actually had a weakness other than fire, like perhaps CQB, they wouldn't be so bad.

They are weak to fire, but most fire weapons are extremely inaccurate (barrages), expensive (inc. grenade), or a glass cannon (flammen pioneers).

Looks like a brit version of Red.

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Offline Max 'DonXavi' von B.

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Re: Balance and Logik of Wehrmacht Defense
« Reply #31 on: July 29, 2011, 03:31:00 PM »
Looks like a brit version of Red.

BritGuard?

LOL  ;D

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Offline Seeme

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Re: Balance and Logik of Wehrmacht Defense
« Reply #32 on: July 29, 2011, 05:44:10 PM »
AT least he dosent troll around ;D
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Offline Cranialwizard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #33 on: July 29, 2011, 06:05:57 PM »
AT least he dosent troll around ;D

God forbid he join the balance team  :P
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Offline Tankbuster

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Re: Balance and Logik of Wehrmacht Defense
« Reply #34 on: July 29, 2011, 06:07:58 PM »
Yeah. I guess that explains his rank. On topic: A bunker with a heavy MG42 in most respects than a heavy MG42 bunker. Let me explain. Pros and Cons
PROS
*A bunker with a MG42 team inside it has a wider arc of fire than a MG42 bunker
*It can counter fire from multiple directions
*You save munitions which can be used to hurl grenades at BRIT TRENCHES
*You can upgrade the bunker to a repair/medic station and still fire at soldiers
CONS
*Team is vulnerable to snipers, flamethrowers, mortars and pineapples.
RESULT MG42 team in bunker wins.
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Offline Ryxxen

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Re: Balance and Logik of Wehrmacht Defense
« Reply #35 on: July 29, 2011, 07:19:47 PM »
Or you could just be offensiv.

Offline Tankbuster

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Re: Balance and Logik of Wehrmacht Defense
« Reply #36 on: July 29, 2011, 07:26:17 PM »
Read the topic name
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Offline Cranialwizard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #37 on: July 29, 2011, 09:11:09 PM »
Yeah. I guess that explains his rank. On topic: A bunker with a heavy MG42 in most respects than a heavy MG42 bunker. Let me explain. Pros and Cons
PROS
*A bunker with a MG42 team inside it has a wider arc of fire than a MG42 bunker
*It can counter fire from multiple directions
*You save munitions which can be used to hurl grenades at BRIT TRENCHES
*You can upgrade the bunker to a repair/medic station and still fire at soldiers
CONS
*Team is vulnerable to snipers, flamethrowers, mortars and pineapples.
RESULT MG42 team in bunker wins.

MG42 team in a med bunker is the best combo if you want to put your HMG in a defensive position. You still have to watch for flanks as they are more vulnerable to flanks because they turn slowly and only at command. They also are slow to retreat because they have to exit. Throwing grenades in the bunker makes it easy to clean it out.

Keeping snipers, flame pios or volks/grens near a bunker to help protect VS flanks is a good idea. Flame pios in the bunker deny some troops getting too close when flanking.
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Offline SuperSoca

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Re: Balance and Logik of Wehrmacht Defense
« Reply #38 on: August 01, 2011, 08:41:34 AM »
MG42 team in a med bunker is the best combo if you want to put your HMG in a defensive position. You still have to watch for flanks as they are more vulnerable to flanks because they turn slowly and only at command. They also are slow to retreat because they have to exit. Throwing grenades in the bunker makes it easy to clean it out.

Keeping snipers, flame pios or volks/grens near a bunker to help protect VS flanks is a good idea. Flame pios in the bunker deny some troops getting too close when flanking.

In truth, hardly a good lvl player will place a MG inside the bunker. Thats because MG is completelly in "auto aim" mode and the player can't change direction of fire or alternate fire. Yet, MG inside bunkers is so much vulnerable to flanking that MG's on the open and they take much time to pack - rearm AND have a narrow arc of fire.

High lvl players frequently use tatics like:

- Changing focus of fire to supress more squads (ie: 2 rifles separated but close to each other, then the whermacht player shots one burst in the first rifle and the second in the second rifle). A secret: normally this is done on burst invervals ;).

- Packing and unpacking MG to change arc direction or send it to a safer position, all the time.

- Shot flamer first.

Offline Cranialwizard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #39 on: August 01, 2011, 06:47:33 PM »
In truth, hardly a good lvl player will place a MG inside the bunker. Thats because MG is completelly in "auto aim" mode and the player can't change direction of fire or alternate fire. Yet, MG inside bunkers is so much vulnerable to flanking that MG's on the open and they take much time to pack - rearm AND have a narrow arc of fire.

High lvl players frequently use tatics like:

- Changing focus of fire to supress more squads (ie: 2 rifles separated but close to each other, then the whermacht player shots one burst in the first rifle and the second in the second rifle). A secret: normally this is done on burst invervals ;).

- Packing and unpacking MG to change arc direction or send it to a safer position, all the time.

- Shot flamer first.

Yes, Bunkers are very vulnerable, was just returning the thought on the bunkers.

Flamers are very dangerous and are typically targeted first. I usually use my volks to kill Flames as despite some peoples thought they are still pretty fragile, you just gotta keep them moving.

I typically keep 2 MGs in the area, one closer to the front lines and one a bit further back to protect the first one from flanks. I use MP40s to clean up and Mines/Grens/Flames to clean up any flankers.

Setting wire and placing mines in small cut corners that units will travel through when set to "Auto-Pilot" are a nice way to stop flanks dead in their tracks, just redeploy flames or MP40s to the area to clean up the mess.
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Offline Pac-Fish

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Re: Balance and Logik of Wehrmacht Defense
« Reply #40 on: August 01, 2011, 10:13:53 PM »
If having your mg dying in you bunker is such a problem then you could always upgrade to HMG :P. That would allow your mg to do other things. You would need a squad to protect it though as its very vulerable to flanking manuveurs

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Offline Cranialwizard

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Re: Balance and Logik of Wehrmacht Defense
« Reply #41 on: August 02, 2011, 12:53:53 AM »
If having your mg dying in you bunker is such a problem then you could always upgrade to HMG :P. That would allow your mg to do other things. You would need a squad to protect it though as its very vulerable to flanking manuveurs

...

MG Bunkers are potentially one of the worst upgrades to the bunker itself. MG bunks are not reliable because they are easily flanked and easily destroyed. Granted the MG can't be killed but the bunker is susceptible to flames, demo charges, AT weapons, etc.

Repair stations are good in team games when your team mates need a hand with their vehicles but your pios are fighting elsewhere.

Medic Bunkers are the best option because they have the capability to give you free grenadier squads with only 4 troop recoveries. That's 300MP for free. Within the first 4 men recovered the medic bunker pays for itself twice over. Plus vet is globally applied so if you get vet 2 you're getting elite armor troops for free. It also supports multitudes of strategies, such as a heavy T2 Paks+Vetted Grens with a later T4;Or even a T1-T3 blitz, it can recover your lost volks and turn them into grens, which you have no access to.

You can also reinforce from bunkers which supports defensive strategies.
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