Tips on holding points off at beggining of round?

Saeten

EGO Zealot
Joined
Mar 16, 2009
Messages
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Hey, i need some help/tips with capping points and making sure they stay capped for me, i usually send my set of engies in there to cap, then all of a sudden they show up with a squad of volksgrenadiers and a motorcycle.
any tips?
 
I'm no expert and I'm learning the game too. What I was told was to build theree engineers. Send out two engineers with the flame thrower upgrades to capture only ammunition and fuel points first. Not actual points unless there within a few feet away. While the two engineers are captureing nearby points the third engineer should be building a barracks.

After barracks is complete, you should start building MG's and Riflemen. Riflemen capture and protect points a lot faster.

Also, when sending riflemen out into the map to capture points, if they get attacked and usually you get 5 or 6 riflemen at a time which costs 270 manpower to build, if 2 or 3 of them die in battle, retreat them. Once back at the base it will only cost you 27 manpower to re-build each member of that team and send them out for battle again. If you send the riflemen to hide in a building instead of retreating them, they will die and it will cost you another 270 manpower to build a new set which can be used to build more heavier armaments.

"You should start to play all the first person shooter campaigns and trainings the game offers"! It has helped me out at first and to better understand how to play the game better.

Also, when capturing points away from your headquarters, find a building to fortify and start spawing riflemen from their.

Going back to your third engineer that built the Barracks, make him stay their and build other buildings plus Tank Blockers and Sand Bags. Keep a few MG's and some riflemen in your headquarters and send the rest of them out in the field to protect major points of interest.

Don't forget to only fortify your ammunition and fuel points.

The rest is up to you and in time, I will have to learn the game with some more advancements. Micro-managing is very important in winning this game, which will come with time and practice.

One mroe thing, build many anti-tank weapons. There very effective.

Also, there are a lot of eGO members that play COH and that hang-out in vent. Come play with us and learn the game better. I'm always up for a game and I pretty much live in vent. Send me a PM if you find me either in my Testers Channel or COH Channel. I'm always looking to play with more people and create more friends in general.

I hope I was able to help you out a little bit. But remember, I'm still learning and I get the best knowledge of the game by playing with other members of eGO.

Peace!
 
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What I reccomend is machine guns, mortars and anti tank guns all along your front line, if you keep them out there they aren't capping any points.

Now I know what cigarjohn suggested but I have to disagree with some of his points, you can fortify the regular old manpower points simply for more experience towards your commander tree, I do it often when I have an excess of resources. In addition I do not recommend ever leaving units at your base, usually the starting mgs should be enough and the more units you have at your front line the stronger it is and the less chance the enemy has of breaking through. You may want to keep a few troops a bit behind the defensive line to back up heavily pressed areas or retreat to your base in some bizarre emergency though since retreating is nice and fast. In addition it seems cigarjohn's advice was purely for americans but defensive lines will work for any army, however as britans you should rush for your second truck so you can get some anti tank in the form of piats and 17 pounders.
 
if you want to make sure points stay yours, go PE and get booby traps.

if you want to defend with infantry, for eraly game I suggest rifleman (1-2 squads) with a jeep, and an mg. A sniper if you can afford it.

-Blue
 
There is no set strategy for defending yourself during the early part of a game, strategies vary greatly between maps and sides, there are just too many variables. However, a basic, flexible concept can be applied as a core plan.

Heres a quick break down based on faction

Americans- Early on, riflemen are your best bet. Get them sticky grenades and then BARs. This will give you good enough AT (If you have munitions to support it) Riflemen can hold their own against almost anything except artillery, mortars, or heavy machine gun fire. They are also cheap to produce and reinforce, have a low upkeep cost, and can be reformed from medic stations. This versatility makes them one of the best units for a flexible defense.

British- British are a little tough to defend for an early rush, they really only have two units, infantry sections and bren carriers. Fortunately, they have some of the strongest infantry squads, which can easily beat another squad one v. one. If you need to be moving around a lot, your best bet would be to get the recon upgrade. While this makes your infantry a little less offensively effective, it gives you the sniper ability and a faster squad. The sniper ability is great for taking out weapon crews since the squad quickly mop up the other two of the three crew members. Otherwise, use the bren upgrade for some fire support. Bren carriers are good for quick response to attacks, but are expensive for their low health. Used to support infantry sections, bren carriers can really help out.

Wermacht- Wermacht are one of the most flexible early game factions there is. They have quick access to strong infantry. With just an upgrade to level 1 veterancy and mp44's, volks are one of the most dangerous threats in the early game. The level 1 veterancy makes them more accurate and gives all infantry the ability to slowly regenerate health when not in combat. With MP44s, you just literally run past squads and they get mowed down. When armor attacks, you can use muntions for panzerfausts, which do a ton of damage.

Panzer Elite- They have panzer grenadiers, which are amazing. Use them for EVERYTHING. Get an infantry halftrack to support them,. allowing for mobile reinforcement, and you are set.
 
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