Company of Heroes: Eastern Front

Author Topic: Basic Strategies to start with  (Read 21051 times)

Offline BffWithDEATH

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Re: Basic Strategies to start with
« Reply #30 on: December 01, 2012, 04:58:47 PM »
Hello,

the original question remains: Is there an basic strategy guide for EF?

I started to play multiplayer with my friend, and always the one playing with russians lose against wehrmacht...
...main problem is that mg42's tear sovjets in parts. Soviets lack mobile mg when germans got their mg very early.

MG42 is easy to bypass. Snipers can take them out or use 2 Conscript Squads as bait as another flanks and throws the molotov. Once you get strelky and a better CS, MGs will be quite easier. RBS, Sturmovie and Guards can tackle the MGs with ease.

not to mention the mortars, i normally rush out acouple 107mm mortars, to support all movments.
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Offline Otto Halfhand

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Re: Basic Strategies to start with
« Reply #31 on: December 01, 2012, 07:12:32 PM »
Oh ...DEATH. If only it were so easy to "rush out 107mm mortars". There is much to be said for an early 80mm mortar to counter Axis MGs. I find an SSB start with Mortar/ATG support is a valuable way to set up a Strelky SPAM. Back Tech to T1 and go for RBS with SMGs. The fire_up ability of RBS Stelky is not to be sneezed at. These squads and ability are equally good at dealing with snipers and MGs. and you have the ability to pop out an ATG when it becomes necessary.
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Offline BffWithDEATH

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Re: Basic Strategies to start with
« Reply #32 on: December 02, 2012, 02:24:21 AM »
if you go about it right you can actually get 107mm very early, for eg. i play with high res.
and before ive even left my base i have 3 ingenery and built barracks, armory and support armory. you just have to buy heavy mortars from the armory then make mortars and at's available for use ^-^

bam, heavy offensive push's are easy :P
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Offline EasyCalic

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Re: Basic Strategies to start with
« Reply #33 on: December 02, 2012, 02:41:17 AM »
Someone pimp slap him for even mentioning high res.  ;D

Try something more feasible, there's always tactics involved flanking, avoid them completely, or have a sniper handy like it has been said before. Alternately, go for more exotic builds the enemy might not expect, getting a couple of sturgineers, as I like to call them, (which would hit the field in almost the same time you'd need to get a 107mm out, but what have you.)

Offline Komrad

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Re: Basic Strategies to start with
« Reply #34 on: December 02, 2012, 09:49:36 PM »
The same problem still remains: Soviet lack for early suppression weapon.

I have a problems at the early stage, when points are being captured - I almost everytime lose early infantryfights.
Soviets also consume LOT of fuel, which can not be acquired without capturing lots of strategic points. Early.

Offline Cranialwizard

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Re: Basic Strategies to start with
« Reply #35 on: December 02, 2012, 10:16:59 PM »
The same problem still remains: Soviet lack for early suppression weapon.

I have a problems at the early stage, when points are being captured - I almost everytime lose early infantryfights.
Soviets also consume LOT of fuel, which can not be acquired without capturing lots of strategic points. Early.

The DP-28 has a suppression capability and the MG nest price has been significantly reduced.

Soviets don't need a pinning unit, it's not how their dynamic gameplay style is focused.
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Offline Otto Halfhand

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Re: Basic Strategies to start with
« Reply #36 on: December 02, 2012, 10:45:00 PM »
I lobby for the Maxim all the time. Bishop tells me it is a problem with making a model that works. If you are a modeler and want to tackle this contact Blackbishop. I have my fingers crossed but will not hold my breath.

Cranial is correct about the MG pit being a good value. It does however consume fuel. And it is limited to its placement location. And it is easily flanked. These are what we have to work with. I wouldn't call it dynamic however.The DP-28 may provide suppression but it too requires fuel and muni. Forget the CT_doctrinal stuff. We are talking basic game here.

 If you find it necessary to have an MG. drop a Molotov on them and kill the squad. Undamaged MGs seem to drop in this case. Captured MGs are buggy for some reason. Lots of different quirky behavior. Put them in a building or OP.

Soviets may not need a pinning unit. Soviets may not need an Armored Car or a Scout Car. I think these squads would make the Sovs Dynamic.

In early firefights engage pios from a distance. I would say the same for Volks/MP40 but I understand the MP40 has rifle range(?). Don't be afraid to give up ground. and If you are playing vs AI when the enemy finishes capping it generally withdraws to a distance. play cat and mouse and it will go away.

The fuel problem is really no different from Wehr. All factions have a reasonably balance fuel cost relative to Teching. I suggest you OP a Medium Muni point and a Fuel Point, (even a Low FP if it need not be defended. PROTECT Your OPs.
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Offline Pac-Fish

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Re: Basic Strategies to start with
« Reply #37 on: December 03, 2012, 01:23:45 AM »
The DP-28 has a suppression capability and the MG nest price has been significantly reduced.

DPs aren't really early weapons and why would u guys (balancers) lower the price of an MG if u dislike static game play ???

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Offline GodlikeDennis

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Re: Basic Strategies to start with
« Reply #38 on: December 03, 2012, 04:25:23 AM »
I wouldn't say that favours static gameplay more than just making the MG viable. Previously it had an absurdly high cost for the worst MG in the game. All units in the faction should be viable. We don't just balance the stuff we like. Sometimes, MG emplacements are necessary.

Soviets don't use many suppressing units but have more ways of countering suppression than any other faction. This is your tradeoff.
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Offline Cranialwizard

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Re: Basic Strategies to start with
« Reply #39 on: December 03, 2012, 10:53:36 PM »
I wouldn't say that favours static gameplay more than just making the MG viable. Previously it had an absurdly high cost for the worst MG in the game. All units in the faction should be viable. We don't just balance the stuff we like. Sometimes, MG emplacements are necessary.

Soviets don't use many suppressing units but have more ways of countering suppression than any other faction. This is your tradeoff.

This is also true. Think of the possibilities available to the Soviets to nullify suppression units.

What Dennis says about balancing: Of course we don't JUST balance the stuff WE like, we have to give the everyone a chance of course. Since the MG is in the faction, was way overpriced and pretty terrible, we decided to lower it and make it more on-par with other faction's MG nest.
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Offline BffWithDEATH

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Re: Basic Strategies to start with
« Reply #40 on: December 04, 2012, 12:47:32 PM »
personally i find the mg nests usefull, because you can advance to a certain point and place a line of mg's so when you push forward and should the enemie force you to route. they cant easilly counterattack.
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Offline Otto Halfhand

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Re: Basic Strategies to start with
« Reply #41 on: December 04, 2012, 02:35:19 PM »
MG pits are a useful suppression squad. With proper support or Defencing they can reduce the amount of Micro required in game. I view it as an Anti-Dynamic, (in the same relation as Hero/Antihero, not undynamic/camping).

It is often said in this Forum that the Soviets don't need this or that Role or Ability. While it is true that a faction doesn't need every Ability, (tactical) It needs every Role, (strategic). Suppression is an Ability. A Suppressing Squad is a Role. Over time I this this distinction has become blurred for the Soviet Faction.

In earlier versions of this Mod the Sovs had two suppressing squads, Conscripts and T90! Conscripts regularly did ungodly amounts of supression on axis troops -particularly PGs. I think this was an Unintended Consequence that has been appropriately Nerfed.

In the case of T90 suppression was OP and Nerfed. In the process the Role was lost. A highly mobile Suppressing squad was too OP. All the Folderol about Soviets not needing a proper Suppression Squad is bunk. The Dev Team and Balancers have not quite gotten the proper mix yet. I am sure ultimately they will.

One new development in 1.7 is a suppression Ability that I particularly like. The VPGS stun grenade was developed to give Strelky an AT capability. It suppresses, (slows) vehicles. It is unclear whether this ability does damage or not. It does allow Strelky to slow the axis down so that another AT shot may be made or set up. Don't change this to "damage only". PLEASE.
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Offline Komrad

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Re: Basic Strategies to start with
« Reply #42 on: December 05, 2012, 01:43:52 AM »
DP28 Degtyaryov is definetly NOT an early game weapon. As it shoudl be with some partisans!
Neither MG nest is offensive weapon. I normally run out munition when I play wehrmacht, but with soviets EVERYTHING costs fuel, but munition almost useless.

Oh, yes, true soviets had MG's. First ancient maxims, then Gorynows.
SG43 Stankovyi Goryunova would really be good addition, just it's primitive sound is heroic  ;D

Soviets "have more ways of countering suppression than any other faction". How is that?! I've newer won just by executing straefnie troops...

Offline GodlikeDennis

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Re: Basic Strategies to start with
« Reply #43 on: December 05, 2012, 04:19:51 AM »
A properly timed suppression break can let you ignore a prepared defensive position and just sweep over the enemies using mass conscripts to absorb damage with PPSh Strelky or the CS to deal damage. Not to mention in one such doctrine you get dual flamers which are death.
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Offline Otto Halfhand

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Re: Basic Strategies to start with
« Reply #44 on: December 05, 2012, 04:35:26 AM »
+1 dennis. If you like to play an infantry game FTML in Urban is great fun. How would you suggest using NOSB in Propaganda though?
孫 The
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Illegitimi non Carborundum -"Vinegar" Joe Stilwell
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Sun Tzu says: In warfare one compels and is not compelled by others
法 War