Coh2 Soviet Build Order
Originally posted by:In what modes? Different stuff is differnetly viable across the modes. So don't expect the same build orders to have the same effect every time.Also the Soviets have been around the longest for now and some have been playing them since beta.
They haven't gotten any new stuff recently either, so playing other factions seems more attractive at the moment. That has however nothing to do with their strength. Soviets are about the most solid allied faction right now.Whats your build as Soviets in 1v1/2v2 against OKW/Wehr? Originally posted by:In what modes?
Company Of Heroes Was The Perfect RTS. Luke Plunkett. Feb 13, 2017, 9:00am. What units you build and in what order. I Think this is why COH2 was so widely panned, at its core its not a. Company of Heroes 2 – The Western Front Armies is a DLC expansion for Company of Heroes 2 that includes two new armies for multiplayer battles and single-player skirmishes. Play as the Oberkommando West, Germany’s late-war army, or as the US Forces, Eisenhower’s expeditionary corps.
Different stuff is differnetly viable across the modes. So don't expect the same build orders to have the same effect every time.Also the Soviets have been around the longest for now and some have been playing them since beta. They haven't gotten any new stuff recently either, so playing other factions seems more attractive at the moment. That has however nothing to do with their strength. Soviets are about the most solid allied faction right now.Whats your build as Soviets in 1v1/2v2 against OKW/Wehr? Depends on your teammate.if you both are russia than one should go penal with either nkvd anti infantry or terror doc.the other one should go maxim.with is2.try to get a t70 as soon as possible then tech back to t2 and get a mg and some at guns.try to tech up to t4 as soon as possible to get kats if blobs are a problem.otherwise flush out su85s.use cons reserves if you are nkvd and always merge cons with penals.try to use propoganda as much as you can.and dont forget to use trip wire flarePS if you are playing 1v1 vs okw then partisans or soviet reserve army are the best commandercheers.
Originally posted by:Whats your build as Soviets in 1v1/2v2 against OKW/Wehr? Originally posted by:Whats your build as Soviets in 1v1/2v2 against OKW/Wehr? In auto.What Marshall said (obviously).
Whenever I go Soviets I mostly stick to Terror or Shockrifle.The reason is, if a game of 2vs2 goes more or less even, you can expect the enemy to get at least some form of vehicle around the same time you got one (well duh.). So when things go well and we can destroy that vehicle to come out on top, it is possible to overpower the enemy force with an IS-2 / KV-8 combo later.If the early game goes well I will nearly always take Terror, because it is the perfect fuel-starved idiot counter. If OKW or Wehr lack fuel they will of course try to overcome the odds with massive amounts of infantry supported by AT guns / Schrecks. In order to kill our first vehicles they will most likely blob their AT together. That way Propaganda can really go to work. Later on you can top it off with a KV-8 that supports your SU-85s fighting the fewer vehicles your opponents might be able to squeeze out.On a side note there is some really nasty stuff you can do with Terror and Anti-Infantry combined.
They both require loads of munitions you both players benefit from muni caches. If you get a good income flowing, you can basically non-stop drop Propaganda on the enemy. Autocad 2010 - portable x64-x32 bits.rar. Get sight on a retreat point and you can IL-2 bomb or incendiary barrage all their infantry.
Even the big tanks like KT, JT or Elefant can be killed in one go of the IL-2 if you time it with a proper snare or stun. Originally posted by:Whats your build as Soviets in 1v1/2v2 against OKW/Wehr? In auto.What Marshall said (obviously).
Whenever I go Soviets I mostly stick to Terror or Shockrifle.The reason is, if a game of 2vs2 goes more or less even, you can expect the enemy to get at least some form of vehicle around the same time you got one (well duh.). So when things go well and we can destroy that vehicle to come out on top, it is possible to overpower the enemy force with an IS-2 / KV-8 combo later.If the early game goes well I will nearly always take Terror, because it is the perfect fuel-starved idiot counter. If OKW or Wehr lack fuel they will of course try to overcome the odds with massive amounts of infantry supported by AT guns / Schrecks. In order to kill our first vehicles they will most likely blob their AT together. That way Propaganda can really go to work. Later on you can top it off with a KV-8 that supports your SU-85s fighting the fewer vehicles your opponents might be able to squeeze out.On a side note there is some really nasty stuff you can do with Terror and Anti-Infantry combined. They both require loads of munitions you both players benefit from muni caches.
If you get a good income flowing, you can basically non-stop drop Propaganda on the enemy. Get sight on a retreat point and you can IL-2 bomb or incendiary barrage all their infantry. Even the big tanks like KT, JT or Elefant can be killed in one go of the IL-2 if you time it with a proper snare or stun.Nice tips. Thanks.I dont have Terror or Anti-Inf though dammit.
Coh2 Soviet Build Order 2018
I guess Shock Army will suffice in the meantime? Originally posted by:What Marshall said (obviously). Whenever I go Soviets I mostly stick to Terror or Shockrifle.The reason is, if a game of 2vs2 goes more or less even, you can expect the enemy to get at least some form of vehicle around the same time you got one (well duh.).
So when things go well and we can destroy that vehicle to come out on top, it is possible to overpower the enemy force with an IS-2 / KV-8 combo later.If the early game goes well I will nearly always take Terror, because it is the perfect fuel-starved idiot counter. If OKW or Wehr lack fuel they will of course try to overcome the odds with massive amounts of infantry supported by AT guns / Schrecks. In order to kill our first vehicles they will most likely blob their AT together. That way Propaganda can really go to work. Later on you can top it off with a KV-8 that supports your SU-85s fighting the fewer vehicles your opponents might be able to squeeze out.On a side note there is some really nasty stuff you can do with Terror and Anti-Infantry combined.
They both require loads of munitions you both players benefit from muni caches. If you get a good income flowing, you can basically non-stop drop Propaganda on the enemy. Get sight on a retreat point and you can IL-2 bomb or incendiary barrage all their infantry. Even the big tanks like KT, JT or Elefant can be killed in one go of the IL-2 if you time it with a proper snare or stun.Nice tips. Thanks.I dont have Terror or Anti-Inf though dammit. I guess Shock Army will suffice in the meantime? Nope it wont you need propoganda:D.btw I think anti infantry is basic commander you should have it.you still can use shock rifle to wreck okw.get dual 120mm mortars then can destroy okw's any forward base in under 2mins.
In, victory is largely determined by the quality of tactical decisions you make throughout a battle. Understanding a unit’s capabilities and how to employ it alongside complementary units is an important skill to develop. In Multiplayer, the tactical decisions available to you are expanded through the use of Commanders that provide access to unique units and abilities. Infantry and Combined ArmsYou can analyze a Grenadier squad as an independent unit. It can beat Engineers one-on-one, it can beat Conscripts at long range, it can beat Mortars and AT guns. A Grenadier squad suffers against Snipers, it is shut down by HMGs, it has limited effectiveness against vehicles, with its Panzerfaust primarily disabling rather than destroying them. Its Rifle Grenade can be useful against Snipers and HMGs if it manages a good hit, but it’s not something to rely upon.
It can acquire an LMG42 upgrade to increase its effectiveness against infantry so long as it remains stationary, which allows it to excel at its main role but provides no increased flexibility, and incentivizes you to use it more defensively.Now, consider a group of units that consists of a Panzergrenadier squad with Panzerschrecks, a Pioneer squad with a Flamethrower, and a Half-track to carry them both. It’s not important that Pioneers are ineffective at destroying vehicles because their role in this group is to clear infantry from buildings, repair the Half-track, and attack infantry that try to rush the Panzergrenadiers or Half-track. It’s also not a concern that the Panzergrenadiers give up some of their offensive power against infantry when they get the Panzerschreck upgrade because both the Half-track and Pioneer squad can make up for it. I look at a group like this as a highly mobile and highly versatile assault force particularly suited for capturing points in lightly defended territory (usually flanks) where you’re unlikely to find a combined arms force. Players typically capture territory on flanks with individual infantry squads and defend them with infantry or HMGs garrisoned in buildings. Once they see their point is under attack, the first units to respond are generally light vehicles, medium vehicles, and infantry squads—weapon teams, Snipers, heavy tanks, and AT guns are too slow. Light vehicles are a major problem for infantry without anti-tank weapons, and they are strong counters to Half-tracks—Soviet examples are an M3A1 Scout Car with an infantry squad of some sort firing out of it, a Half-track with one or two infantry squads firing out of it, a T-70 light tank, or a T-34 medium tank.So how do you use this group of units?
Send them to a lightly defended point. The Half-track is there for mobility, both to get to the point quickly and to escape if need be. It also allows your infantry squads to reinforce in the field, meaning you’ll always win fights against enemy infantry so long as they don’t vastly outnumber you simply because you can replace your loses. Such a group should not engage defensive positions of HMGs and AT guns, or attempt to fight in protracted battles. Commander Analysis: Jaeger Infantry DoctrineInfantry and indirect fire define this Commander. Through the available upgrades and Tactical Movement, your infantry will be more versatile and the core of your army.Ambush Camouflage is best used by Panzergrenadiers for one of two purposes. They can hide in cover after capturing an enemy sector that you know will be retaken, or in a well-traveled area, wait for an enemy infantry squad to come near.
When close, the combination of a well-placed Bundled Grenade and an MP44 charge will shred through all but elite infantry. Alternatively, with Panzerschrecks Panzergrenadiers can hide in cover to ambush vehicles along roads. Vehicle ambushes are best executed in conjunction with another infantry squad, like Grenadiers, that functions as bait for a vehicle like a T-34.The Jaeger Light Infantry upgrade is best suited to Grenadiers as it provides rifles that are powerful at range, and in combination with the LMG42 upgrade your Grenadier squads will be extremely deadly.Tactical Movement is a relatively inexpensive utility ability that allows your infantry to perform better during attacks. For example, when executing a multi-pronged attack against a fortified position you’ll be less susceptible to Mortar and artillery barrages, and you may be able to rush through HMG firing arcs before being suppressed.Finally, the Light Artillery Barrage and Stuka Close Air Support abilities can be used against fortified positions or to weaken an enemy force immediately before an attack. Much of your army composition should be fairly obvious by now: Grenadiers and Panzergrenadiers. I’d recommend putting the focus on a mobile infantry force because you can always use your upgraded Grenadiers to defend areas when necessary, and reduce the need for HMGs. You’ll likely want a Half-track for forward reinforcement, and an AT Gun will be important for countering T-34s unless you have the Fuel income for a StuG near the time when the first one or two T-34s arrive.As most of your upgrades take effect in the mid game, I’d recommend keeping the pressure on your opponent by using the medium tanks and assault gun from the Support Armor Korps rather than waiting to build more expensive tanks from the Heavy Panzer Korps.
Coh2 Soviet Build Order Form
StuGs and Panzer IVs can support your infantry well, or you can build a fast Ostwind to seal the victory if your early game was especially strong. The safest choice is a StuG first as it is available earliest and will provide a great deal of staying power to your infantry in countering vehicles.