A Good COH tactic? Need some advise.

BlackBird.

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Hello,

I made this start for COH, this is the way i always start when playing a match, mostly i play 2 vs 2.

Can the pro's under us read it and see if you got any advise and/or improvements.
The noobs can just read it and use it:)

Start with 2 pioneers, make a Wehrmacht Quater with thim.

Make 3 sets of 2 pioneers, use these to capture points, when the Wehrmacht Quaters are done, move up these pioneers to capture points.
Upgrade 1 set of pioneers with flamethrowers, cause you only have 50 munition in the begin.

Make the following with the Wehrmacht Quaters now:
- Moterbike
- Volkgranadiers
- 1 Mg
- 1 sniper
- Volkgranadiers

Move your Mg to the left side of the front line, move the sniper to the left side of the front line.
Move the volks to the mg, and move the moterbike to the sniper. Now you got the left and the right defended, no mater which map you playing.

- when the last squad of volkgranadiers is ready move thim up to where you need thim. Probably at the MG with volks.
- Upgrade these with Mp40 if enough munition is available.

Onces you have all the points until the front line split up the engineers all over the front line. Especially midel becaus right and left are already secure for the most.

Now upgrade your HQ, and build:
- 1 set of pioneers to build the next unlocked house to make armored cars
- Make a sniper and MG/volkgranadiers, depends on what you need.

Onces the front lines are secure and when you dont need to build much more infantry, make armored cars.

From now on you can start upgrading stuff and making tanks to defeat your enemy.

Well..... what you guys think? A good begin? A good way to win online and against hard enemy? What should I change and what are bad steps?

Any advice and tips are welcome.

Thanks and good luck playing COH:)

~Bird.
 
So you're going to advise us on a good tactic, wouldn't it be advice? :)

I dont see the difference:) haha, and no im asking for advice, I need advice on my tactac. Like i asked; what should i change to increase my change of winning.

And why this comment? you know what i mean.
 
With all respect, your advice is good as a generic guideline, but it fails to account for what your opponent is doing nor the tactical (read: map/terrain and enemy engagement) elements.

That said, I am no pro and tend to be more of a defensive/turtle player myself.
 
With all respect, your advice is good as a generic guideline, but it fails to account for what your opponent is doing nor the tactical (read: map/terrain and enemy engagement) elements.

That said, I am no pro and tend to be more of a defensive/turtle player myself.

Ok, thanks. But what should I change in this tactic to beter? And wear cani find that thread you mention?
 
I do like my PIOs when I play Wehrmacht. So much of this depends on the map.

Usually, build 3 PIO and update to Skirmish.

PIO #0, 1, and 2 - capping immediately.

PIO #3, builds Wehrmatch, then starts on Kampkraft center.

Wehrmatch - Schwimmwagen, sniper, then.... depending on if they are rushing with jeeps or not...

PIO #0 has key point captured. Makes bunker and uses munitions to give it machine gun.

Kampkraft - level 1 on Support Team, going to level 2 asap, but not before Krieg is up. Sniper, PIOs, MG42, Nebelwerfer, and mortars, all get upgraded on the same tech tree.

PIOs capping points, building bunkers. Munitions starting to be split between PIO and bunkers.

PIO builds Krieg Barracks

Krieg - Pak 38

And from there... depends on what folks are doing. I tend to be very aggressive with my PIOs if I'm doing the defensive doctrine, funny enough. Replacing folks at the bunker is very helpful. The PIOs will usually be grouped up, level 2-3, with flame throwers - dropping bunkers as I go. Paks first, then armor. Snipers mixed in.
 
I do like my PIOs when I play Wehrmacht. So much of this depends on the map.

Usually, build 3 PIO and update to Skirmish.

PIO #0, 1, and 2 - capping immediately.

PIO #3, builds Wehrmatch, then starts on Kampkraft center.

Wehrmatch - Schwimmwagen, sniper, then.... depending on if they are rushing with jeeps or not...

PIO #0 has key point captured. Makes bunker and uses munitions to give it machine gun.

Kampkraft - level 1 on Support Team, going to level 2 asap, but not before Krieg is up. Sniper, PIOs, MG42, Nebelwerfer, and mortars, all get upgraded on the same tech tree.

PIOs capping points, building bunkers. Munitions starting to be split between PIO and bunkers.

PIO builds Krieg Barracks

Krieg - Pak 38

And from there... depends on what folks are doing. I tend to be very aggressive with my PIOs if I'm doing the defensive doctrine, funny enough. Replacing folks at the bunker is very helpful. The PIOs will usually be grouped up, level 2-3, with flame throwers - dropping bunkers as I go. Paks first, then armor. Snipers mixed in.

null that strat only works well if you utilize mines well. Otherwise your AT is mid to late game, which is suicide against anyone decent.

Blackbird, as for your strat, your unit build order is wrong IMO. Of course, your build order will depend upon the map and your opponent's build choices (barracks vs WSC, etc), but if you are starting out with a bike, you would be best building an mg before your volks, that way the bike's sight range can be used to micro your mg and bait enemy riflemen into your arc of fire. So for basic infantry, your build should be

Bike
MG
MG or Volks
Volks or Veterancy upgrade

and of course, you can switch it up...

Volks
MG
Volks
Bike
etc.

My personal build choice is usually

1 Pio
1 Bike
1Volks or MG
1 Bike
1 Pio or Volks

I do not recommend two bikes unless you are very aggressive AND have great micro

after that, you really should not stick to a concrete list, as changes in your opponent's tactics will throw you off. You have to be able to adapt.

Also, I would not have more than 2 Pio squads out at one time. For me, I have 2 pios in the field, and 1 at my base to build and repair. Also, your strat is for high resources. Do not plan for high resources, as all online automatches and serious games use standard.

After you upgrade your HQ to tier 2, do not build anymore volks. You might need 1 more mg, but if you are wise, you will already have 2 up by the time you get tier 2.

Now, you think you need to upgrade to tier 3 quickly. Usually, that is unwise on maps where you do not control at least 2 medium fuel points (most maps have low fuels). If you are able to tech to puma's 3/4 people will already have staghounds, T17's, etc built. And using pumas as primary AT is too expensive for any map. You need to learn how to micro pak 38's because they are hands down the most useful AT in the game (besides mines).

This hopefully lays out a basic set of guidelines to follow. Of course, you do not have to follow these to win, but they work well for me in the 1000 games i've logged.

-Blue
 
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null that strat only works well if you utilize mines well.

This. Mine placement on key areas - road intersections, pinch points, etc is very important.

I'm not pro, by any stretch of the imagination. My buddies and I tend to play against normal/hard AI on high resources. Things play quite differently with standard resources - and yes, blue is correct - that build would get you into some big trouble on standard settings. I do enjoy the high resource games more, however.
 
Null, Blue is the Pro here, let's listen to him:)

Btw you say you play against normal/hard, I want to win online and from experts:) Thats my goal.
 
I took a brief look at your replay. Your early game was weak, but thats not what killed you. Your early game was way too fragile and not aggressive enough. Your bike should of been used to harass enemies to prevent their engineers from taking points. Also, you wasted your first mg squad. They sat in that building on the left for a good 5 minutes without doing a thing. But again, you could have easily recovered from that.

Where you lost it was when you upgraded your HQ to tier 2. The enemy was obviously spamming you with engineers and riflemen, and you did not build a single volks squad.

Your build was
-Pio
-Bike
-MG
-MG

how are you going to push up with that? mg's have to be stationary to fire, and 1 bike vs 2 rifle squads is not going to end in your favor. What you needed to do was build at least 2 volks squads, build a bunker on one of the medium fuel points, upgrade it to medic bunker, and stick an mg in that. Then, you fight your battles as close to the medic bunker as you can, so that you can recover some grenadier squads. Also, instead of upgrading to tier 2, I would have first put level 1 veterancy on either infantry or support infantry so the rifle squads didnt chew you up so much.

See, your problem was not that you could not kill their units. You killed many more of them than they killed you. But you had no ability to challenge and capture the resource points. The mg's you had could not move or you would have lost your only significant fuel point, and your pios are too fragile to beat a well placed engineer squad. In short, you had no capping ability and you do not have good enough micro skills to spam MG's. You had a bike, but units still hit your MG's from behind multiple times. If you cant handle the micro, spam more volks.

Hope that helps. I didnt watch much after you upgraded to tier 2 so soon, because thats why you lost.

-Blue
 
[ame]http://rapidshare.com/files/404947542/2p_angoville_farms.2010-07-04.20-37-26.rec[/ame]

There is a replay of the same map, same difficulty and same armies.

I started out slow because I wanted the enemy to cap a majority of the map so I could show you how the two squads of volks could change the tide of the entire battle.

If you watch it, youll see how even though I was weak on the left side, I was able to send volks to the right and very quickly cut the allies off of nearly all resources.

I built the 88's for fun because at that point there was no chance of the allies pushing back. If there was ANY chance at all that they could have countered me, I would not have built them.

-Blue
 
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