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Company of Heroes Open Beta!

Jason

chasing a bee
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<strong>[ Update ]</strong>

<p>The <a href="http://www.companyofheroesgame.com/" title="CoH">Company of Heroes</a> open beta is now available at <a href="http://www.fileplanet.com/" title="FP">File Planet</a>. You don't need to be a paid subscriber, but you do need a free FP membership. It's worth noting that the download is a healthy 1.6 GB and the system requirements are rather high. I was told that I was under the minimum requirements with 512 RAM, 256 MB graphics card, and 2.2 Ghz CPU. Of course, I'm downloading it anyway with just over an hour to go. At least the wait in line was short (7 minutes).</p><p>In related news, Jolt has a <a href="http://www.jolt.co.uk/index.php?articleid=6728%E2%80%9D" title="preview">preview.</a> </p><blockquote><p>Getting the details right is all very well, but Company of Heroes is still a game where &ldquo;you get to blow shit up&rdquo;. Those were the enthusiastic words of Ron Moravek, Relic&rsquo;s own field-marshal, which were shortly followed by ample demonstration. To prove the point, lead designer Josh Mosqueira sent in an Allied Crocodile tank and began torching a fortified Nazi position. Those that weren&rsquo;t set alight or crushed by falling masonry scattered for cover, possibly to be caught by the spreading fire. </p></blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p><a href="http://www.tacticularcancer.com/gallery.php?dir=Company%20of%20Heroes&file=COH3.jpg"><img src="http://www.tacticularcancer.com/screenshots/Company%20of%20Heroes/thumbs/COH3_thumb.jpg" alt=" " width="200" height="160" /></a>
</p></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote>
 

Jason

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After 4 tries, I finally got the damn thing downloaded. I'll have to install it later and see whether it's worth it or not.
 

Greatatlantic

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Right now, its only the tutorial or the multiplayer. So, its going to be a baptism by fire. Its annoying to have to learn how to play and play competively at the same time. Though it may be an option to team up with somebody to play against stupid computer opponents. I've had some slight stability issues so far, but the gameplay seems to give you a LOT of tactical options.
 

kingcomrade

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What is it? Just multiplayer? I'm not going to download 1.6 gig of multiplayer beta only. Especially when I evidently don't meet the system requirements.
 

Greatatlantic

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kingcomrade said:
What is it? Just multiplayer? I'm not going to download 1.6 gig of multiplayer beta only. Especially when I evidently don't meet the system requirements.

There is a single player tutorial that will take you all of 30 minutes to play (give or take). Then its just multiplayer, yes. I think Relic is trying to make certain their servers are stable for the launch. Other then that, they do give you several maps (3 or 4) and from what I can tell the entire tech trees for both the axis and allies. So you basically get the multiplayer version of the game for free for as long as they run their beta.
 

Ryuken

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They did the same action with DoW in the beginning. Certainly convinced me to buy the full game.

But if the system specs are this high... damn, wasn't this just the DoW-engine + physics/destroyable terrain?
 

Bluebottle

Erudite
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Dead State Wasteland 2
So, is it DOW with new paint or does it do anything different?

I seem to remember hearing something about unit AI being something different a while ago, but I didn't take it in much (ignoring crap about AI in previews has become an ingrained defense mechanism, I think). Anyone notice anything special?
 

fizzelopeguss

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It's like a better DoW, when that machine gun opened up i had a big smile on my face. Anyway i ain't tried mp yet, it doesn't really interest me in RTS games...i'm willing to fight some of you faggots though. :P

They did the same action with DoW in the beginning. Certainly convinced me to buy the full game.

But if the system specs are this high... damn, wasn't this just the DoW-engine + physics/destroyable terrain?
It's not that simple, it looks alot better, more detail in pretty much everything. I can just image DoW looking like this...marine heavy bolters tearing shit up and impacting against chaos marines. Instead in the expansion we get Tau and Necrons.... :cry:

Heres hoping to the battlemap thingy.
 

Jason

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Here's the system info from the readme:

1. SYSTEM REQUIREMENTS

MINIMUM (NOTE!! SOME OF THESE REQUIREMENTS WILL BE LOWER FOR THE FINAL GAME)

Windows(R) XP
DirectX(R) 9.0c (included on disc)
3.0 GHz Pentium IV or equivalent AMD Athlon XP processor
1 GB RAM
3 GB free hard drive space for installation
NVIDIA GeForce 6600 and above with 128 MB Video Memory, or ATI x800 and above with 128 MB Video Memory
DirectX(R) 9.0c compatible 16-bit sound card
Keyboard, Mouse

RECOMMENDED
3.0 GHz+ Intel Pentium 4 or equivalent
2 GB System RAM
NVIDIA GeForce 7600 with 256 MB or more Video Memory.

REQUIRED FOR MULTIPLAYER
Internet: Broadband, or 56k connection for online multiplayer play
Network: TCP/IP compliant network

I played the basic tutorial with all options on low and it was choppy but playable. MP might be another story. Even on low detail, it still looks impressive with how the troops move and writhe in agony and such. And you can zoom all the way down right into a soldier's face and back up to normal RTS bird's eye view.
 
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Well, in my opinion:

I don't think it's really much at all like Dawn of War, on the surface it's similar due to the capture of strategic points. Beyond that it quickly becomes something else entirely. I've been playing around for about two to three weeks on this, before they opened up to the public and lifted the NDA. It's definitely a beta, and the public version is a recently rebalanced one.

It's also got bugs like you'd expect, although I can only name one off the top of my head. Currently the Blitz tree for Axis has a power, Assault or some such, it gives the infantry the ability to bombard a location with a grenade tossed by each member. If memory serves it's "only" 50 munitions per use. Unlike the normal grenades it has a stunning effect that's just icing on the cake. Unfortunately, it's still bugged and for the last patch or two hasn't worked at all, eats up munition but they just sit there and keep firing like you didn't click anything.

While you've still got SP (Strategic Points) and VP (Victory Points) thats about where the similarities end. Well, that and the typical, "build a base," thing of course. It's always Allies Vs. Axis and they've got different tech trees, and can go down one of three "command trees" specific to each side. You earn points for the command tree by either buildling or killing and then spend them on abilities/passive upgrades in the tree. The non passive stuff costs either munitions for artillery and the like, or manpower for special troops/additional support.

----------------------------------------

It plays quite a lot differently than Dawn of War, vastly so. Buildings can be used for cover, HMG squads and Snipers are deadly effective there. Although a grenade can quickly blow them up in there. Recently though HMG squads gained the ability to quickly pin Infantry so getting close enough to grenade them isn't easy anymore.

Sandbags and other cover can also be used to great effect by any infantry. If you're in cover you've got the major advantage. Most of it is also positional so flanking can be very effective. Unless they're using a Sniper, but there are a few ways to deal with them. Unfortunately with the Retreat button an attentive player can pull a Sniper back before they get into harm's way.

That's another big difference, you can now hit a button to get any infantry squad to fall back to your HQ building at faster than normal speeds. It also makes them harder to hit (beyond the moving fast) and take less damage overall. Even when pinned you can still retreat, and basically every good player tends to use this. If a fight looks bad you just pull back and come back later pretty much. Of course you did give up ground and if they fortify up it'll probably be harder to take back.

Even with the new patch, I think the balance is still a bit suspect. The terror tree got nerfed for example because the Propoganda War allows you to "Force Retreat" opposing infantry in a specific/small radius. However you can usually get at least 2-3 Infantry squads, sometimes more per use. And it was fast enough that unless in their base you can make them repeatedly fall back.

Relic answered that by lengthening the recharge length, the 100 Munitions costs is pretty prohibitive, but it shut infantry support/armies down hard. It may still do that, but I haven't been playing as much. In other news the recent patch also finally fixed some of the connectivity issues this Beta has, which are still around and only marginally improved.

---------------------------------------------

Last thing I'll cover here, you've got three resources: Manpower, Munitions, and Fuel. Manpower has a relatively high value set from the match start, usually +200ish (per minute) that goes up +3 per SP you capture. If you put a observation post on that point it goes up by another +3 Manpower per Minute.

SP are either blank (only +3 MP) or also give a low/medium/high amount of Munitions or Fuel. A high Fuel point might give 10 Fuel/3 MP, capped 18 Fuel/6 MP. A low Munitions point might give 5 Munitions/3 MP, versus 8 Munitions/6 MP capped. The values might seem small especially given they're per minute; but to start with you have no/very low additional munitions and a very small amount of fuel coming in.

Fuel is so important it's the primary resource you want in any game, period. The Germans live and breath on fuel, and the Allies don't want them to have it. That and they can use it themselves too of course, but mainly want to deny the Germans any Fuel income.

Side note, when capping a point in Company of Heros you don't get any defences free of charge. You'll have to build and pay for those structures separately, and they're not normally 360 degrees of defence. There are no further upgrades beyond building an observation post on a SP.

Something I've forgotten that's pretty big, all units have a support cost, this means the more troops you have on the field the less manpower you get. A Howitzer I think cut into your Manpower by 22 points or something like that, I really don't know the details on that as it's behinds the scenes stuff they don't show us. However the Allies can build a Supply Depot that reduces support costs, and can be upgraded to reduce it more, two times total. They have to build at least one to access their vehicles.

I'm going to just stop here as there is a lot to this game, and once you learn it there isn't any deep similarities between it and Dawn of War. It's not bad per se, and the sides are definitely different, but it feels like a step back at the same time. It might be the whole World War II Again thing, but it give me the, "just another RTS feeling," like every other clone I've played before.

Oh, and if you've got any specific questions or want me to just spill my guts on everything I know, say so and I'll try to keep it concise and to the the point as best I can.

------------------------------------------------------------------
- Anolis, "I can't believe I bothered signing up for another board."

- Anolis Mk.II, "I can't believe it's not butter."
 

Jason

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Excellent post. Details are good, especially since my computer isn't too happy with the game.

That's another big difference, you can now hit a button to get any infantry squad to fall back to your HQ building at faster than normal speeds. It also makes them harder to hit (beyond the moving fast) and take less damage overall. Even when pinned you can still retreat, and basically every good player tends to use this. If a fight looks bad you just pull back and come back later pretty much. Of course you did give up ground and if they fortify up it'll probably be harder to take back.

So all units have that ability? Seems like a bit much since it would pretty much negate the advantage of setting up a wicked ambush. It makes sense for a sniper to have this as a special ability (since they should be next to useless in a close quarters fight), but I don't like the idea of every infantry unit being able to do this whenever the scales are tipped against them. Sounds frustrating.

Have you been able to play against the AI at all or has it just been against other players? If so, how is it?
 

fizzelopeguss

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I just got owned by the krauts, he was using some kind of rocket arty on half tracks that pounded me from half a map away. From what i could see there was nothing i could build that i could reply with...so with my infantry chewed up and wolverines taking a beating i started to build shermans and upgraded them with 17 pounders (i think).

Anyway i roll my shermans out and atleast they kept them realistic...'cos they're shit! shells bouncing off the fucking panthers...i start to send them around the back hoping to lob a few shots up his arse, finally with some damage i manage to take a couple of his tanks out...with him killing more of mine of course. Sensing a chance i rally the battered the few remaining sherman, wolvies and crippled infantry and throwing them up to the enemy base charge of the light brigade style...and literally within seconds of meeting his anti tank guns my armour has been completely vaporised. I just stare at the fucking screen.

Anyway the game ends with them slowly taking mine and my teamates points...me finally able to call in pershings but it's not enough...'cos he replies with tigers.

Good fun.
 

Greatatlantic

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The Retreat Ability is useful, but I don't think its overpowering. The maps can be big, and the units move slowly. When somebody hits retreat, the unit flees to the nearest HQ, which most likely is far from the frontlines. So basically its like eliminating a unit from the game for a short while. Due it to often and the advancing opponent will take all the points.

I am a bit distraught over how important fuel strategic points seem to be. There are only a few on any give map, and fuel is needed for the best units to be built. Its almost like who ever controls the fuel in the beginning will be able to simply roll over the enemy in the later game. Of course, if both players are competent they will be equally matched for fuel reserves unless somebody gets an early breakthrough. More thoughts the more I play.
 

Direwolf

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Greatatlantic said:
I am a bit distraught over how important fuel strategic points seem to be. There are only a few on any give map, and fuel is needed for the best units to be built. Its almost like who ever controls the fuel in the beginning will be able to simply roll over the enemy in the later game. Of course, if both players are competent they will be equally matched for fuel reserves unless somebody gets an early breakthrough. More thoughts the more I play.

Isn't that what modern invasions and wars are all about? :)
 
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Q&A Round 1: FIGHT!

Since there is an interest, here's some more of what I know and some opinions.

The Retreat ability is on every infantry unit, whether riflemen, mortar team, HMG squad, or sniper. Excluded from this are the AT Guns, although they are crewed by infantry and toted around like mortars are they do not have the ability to retreat. In addition you cannot reinforce those squads; you can only have another infantry unit take over the AT Gun once the team manning it is killed.

That's another thing, AT Guns, Mortars, Heavy Machine guns, and even special infantry upgrades like Panzerschreks, LMG, or Bazookas remain on the field. Unless destroyed, say the unit was blown apart by artillery, these tools remain on the map so that another infantry unit can pick them up. In the former case the number of infantry that normally man the deployable item are deducted from the infantry squad and placed into a new group with that weapon.

If it's a weapon upgrade purchsed by a infantry squad, say an LMG bought by some Grenadiers, then an infantry member picks it up and adds it's firepower to that team. This case is far more rare though, the chance of one of the upgrades surviving the infantry dying is very low. However it's by far worth the victor's time to pick this one up as they only improve their infantry squads and give them tools only the enemy normally has. Unless it was something one of your own teams dropped as they died.

Side note, special weapon upgrades are always picked up by any surviving members. In all cases other than the Grenadiers the entire squad must be killed before they drop a purchased weapon, even if they normally carry more than one. In the Grenadier's case, they buy two upgrades, and have a four man squad. Thus if you buy two weapons and lose three men, you will lose the second weapon and it may drop on the map.

Back on the issue of retreating, it's useful and can be very annoying against a player who is good at micro. However as Greatatlantic mentioned, due to the map size and infantry movement speeds Retreating tends to be more of a wash or loss than a game winning ability.

There's no point in throwing away troops at an enemy grinder, they get easy command tree points and you don't. However, you've probably already lost troops and will lose ground plus a lot of precious time getting your squads back into the field. Not to mention that if you replace those lost units it'll cost you more time and manpower to do so.

--------------------------------------------------

The Allies just can't match tank for tank against the Germans, but they do have fairly cheap tanks and must use flanking to hit that weak rear armour. The all around best unit to kill tanks on the Allied side though? I'd say it's the AT Gun, it has incredible range that's around a screen's length, possibly more. You can/should use a spotter unit and keep this gun safely behind your lines, if possible.

It's firepower is at least as good if not better than the Sherman's, and they all have the ability to use AP Rounds. It's a temporary power that costs something like 50 or 75 Munitions and lasts long enough to get the job done. Even the vaunted Tiger and it's massive frontal armour can't last long against one of these baby's boosted firepower. Of course you don't want that Tiger to fire back if you can help it, or the crew is liable to die before the Tiger does. That's where distance and distractions help out. The more worries they've got the better you'll do.

The Allies first two trees have special infantry that can carry good AT weapons. The Infantry's Rangers come with two bazookas right off, although those have an inaccuracy issue I don't like. The Paratroopers from the Airborne can be upgraded to the all around nerfed Recoiless Rifle. Now costs 125 Munitons for a weaker weapon, although it did deserve a drop in power. I just wonder if it wasn't hit a bit too harshly, IMHO Relic has a track record of changing too much at once. Regardless, it's still a good upgrade and the Recoiless Rifles make for a nasty squad which can reinforce anywhere, in your territory, at any time.

The best hope you have to match tank to tank for Allies though lies in the Armor tree, the Pershing Tank is your best bet at dealing with the German armour supremacy. Just don't let them get shot on your rear or think for a minute that you can go toe to toe without support. A veteran Pershing is a marvel, if you can keep one alive and kiling long enough you've got a great firebase to fix your targets with. Should they try to ignore that Pershing you'll be able to deal out some punishing damage, but you've got to be on your toes at the late stage of the game.

---------------------------------------------------------

The reason Fuel points are so important is because the Germans use it for nearly every major, necessary thing they do. As an example, where the Allies send in troops and the more they kill the more "veteran" they become, the Germans must pay for that improvement. No matter how many they kill they'll never improve unless you pay out manpower, fuel, and time to give your units a higher rank.

On the flipside once you do upgrade veterancy all current and new units gain it, making a far tougher German army. In addition to being tougher, more deadly, and accurate certain veterancy ranks give additional benefits. If I recall the lowly Stug IV gains a MG Gunner for it's forward arc once it hits the second level of veterancy.

There are three ranks to veterancy, and it gets pretty expensive. The first rank is fairly priced at 100 Manpower/30 Fuel. Then it ramps up to 300 manpower/50 Fuel. Getting to rank two early on means sacrificing a lot to do it. Suprisngly the increase in cost to gain rank three veterancy isn't much higher. I believe it's still 300 Manpower, but I know it costs 70 Fuel which is the more important part.

It's vital that the Germans upgrade their units as they are outnumbered by the Allies, with certain exceptions. Other than heavy weapons teams the Allies have six infantry units in their squads. The Germans have five in the weakest Volksgrenadiers, and four in the other more advanced types. They have to use quality over quantity. Also Veterancy is divided between Infantry, Heavy Weapons Teams, Light Vehicles, and Tanks. So you can't just upgarde all your units universally. Given that you don't have fuel to toss around recklessly you have to plan out your upgrades carefully. It can win or lose you the game, and that's just one facet of the German side.

Side Note, Heavy Weapons teams on both sides are three man sized, Snipers are solo and the Jeeps are, well single units even if they have two riders. It's entirely possible that a match could skip regular infantry and just use these squads, which is something I don't like. In which case the Axis have a bit of a leg up as they aren't outnumbered and can easily give their teams veterancy to slide things even more in their favor.

Typically the Germans have trouble at the start of the game and the Allies are in danger if they let the Germans survive long enough to pull out their big guns. However the way certain maps are set up the heavy weapons teams/snipers/jeeps can end up ruling the game and the regular infantry types get left in the dust. This can put both ends of the match into the German hands. I think the old 2v2 map is a good example of this.

----------------------------------------------------

One thing that made learning how to play Germans harder is that not all units are immediately apparent. The German rocket units fizzlelopeguss mentioned must be upgrade from the regular Halftracks you find in the Krieg Barracks. There isn't a tool tip that tells the player they can do this, they would have to build one first to find out about it. Halftracks are the only unit to really suffer from this though, and the Germans have two versions while the Allies only has one alternate.

In addition they are a late game unit as the upgrade to turn the regular Halftrack into the Walking Stuka is only available with the final HQ upgrade. It's another thing the Allies don't have to deal with, the Germans must pay for each "phase" upgrade that unlocks a new production building and powers for units you already have. This requires Manpower, but also a lot of Fuel. The initial upgrade is 35 Fuel and I think the next two are 50/65 respectively.

The Germans take more time to learn than the Allies, at least without a manual or the ability to experiment with offline skirmish they do. However, at this point it seems that once you do learn how to play the Germans they've got a leg up on the Allies. It seems to be easier to learn what the Allies can do, but harder to master. That and the fact that new German players are easy targets, where the experienced German players will make you fight tooth and nail.

There's a lot of things going on here, but it's obvious the Germans desperately want to grab at least half the Fuel points on the map and holding on to them at all costs. The Allies need Fuel for quite a few things themselves, mostly their universal infantry/tank upgrades, supply depot and it's upgrades, and getting a good mass of vehicles. It's not nearly as long or demanding a list as the Axis, but getting Fuel quickly lets them upgrade their infantry early to make them dominant. After that, more fuel for the Allies means more tanks so they can out number and overwhelm the Axis with numbers.

------------------------------------------------

Whoever has more Fuel ends up winning, it's more a mid-late game thing, but the more you have the faster you get there. I'm not sure if this is a good thing, resource points are map dependant and the terrain, resource placement, and amounts affect your game tremendously. If nothing else it means that balance is not just comparing one side versus the other, it's right there each map too. Each map can play out vastly different than the other, and balance is affected dramatically based on the Fuel point values.

Fuel is the most influential resource and much more abundant in larger the maps. This ends up making team games of all sizes, on different maps, play out very differently than one on one matches. Manpower is set at the same base rate for all players, and so long as you have at least half the points on the map you're dead even with everyone else for that resource. Munitions is valuable, but a disposable resource and isn't immediately as game breaking as Fuel income. You use Munitions for non-unit Tree powers, unit special abilities, and specific unit upgrades.*

Maps naturally shape how games play, but given how important fuel is the way games play revolve around those points. They're so important that having less ground so long as you have or deny the enemy fuel points can be the game winning move. It's not the entire map that's really being used, just the areas for controlling fuel points.

------------------------------------------------------

* Side note, the Allies seem to lean towards easier/simpler unit upgrades. Paratroopers need to pay for their Rifles, and Rangers can pay to replace their free Bazookas with an Anti-Infantry Rifle (I forget what the name/type is) on an individual unit basis. However they only pay once for two guns and the squad replaces lost guns for free. The Rifelmen can be universally upgraded with BARs, it gives them LMG fire support and a suppression ability to pin enemy infantry. That sets them up for a grenade or at least stops them cold so you can do whatever else you've got planned.

As stated before, the Axis need to pay for each gun and if they buy more than on for a squad they can lose that extra gun and need to pay for it again. I think the Volksgrenadier have an upgrade for an SMG, but that gun is only carried by the leader and if he dies no other member will pick it up. It feels like they have a higher dependency on Munitions for upgrades than the Allies. More often than not the Allies' squads are good to go right out of the box, the Axis tend to require at least a few units plunk down munitions to get the ball rolling.

An example is the Walking Stuka, the Nebel artillery is infantry manned and while quite good doesn't quite match up to the Stuka's flexibilty and protection. In addition it can be stolen by the enemy since it is operated by an infantry squad. The Nebel artillery is however free of munitions/fuel cost and just like the Walking Stuka and Mortars has no price per use. It does however have a fairly long recharge, is slow, and vulnerable.

The Walking Stuka costs a fair amount of munitions to upgrade from a Halftrack, although it can easily pay for itself. In addition you may find the Axis Flamethrower Halftrack variant, which comes much earlier, to be well worth upgrading too. It costs muntions and fuel, but can devastate infantry and buildings. It is a powerful early-mid game unit, providing you can keep it alive and away from heavy Anti-Tank fire.

----------------------------------------------

I've covered quite a bit, perhaps too much at once, and it's a lot to read so I think I'll wrap up here. The game is deceptively complex and I haven't covered the Command trees in depth yet. This isn't a quick to master game, and I'm still not sure if the game is brilliant, stupid, or just another clone with a lot of bells and whistles. For only having two factions there are a lot of variables out there. Given how much the command trees change your side's gameplay it's fair to call it balancing out six sides.

My biggest beef is this game is too much like work, it's not as fun when I have to put in so much effort just to learn how to compete well. For each map as well, because you can't just have one plan that will work on all maps. Although the goal may be the same, it will require a different strategy. The terrain, especailly going to and around fuel points, affects which units work best by a large margin.

-----------------------------------------------------
- Anolis, "I'm going to break the habit."

- Anolis Mk.II, "You'll be back."
 

Jason

chasing a bee
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I'm bumping this thread because that post had a lot of good info in it.

For more CoH beta opinions, TGE at the RTS Game Junkie has been writing about it here and here. Has anyone else been playing it?
 

Ryuken

Liturgist
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Belgium
fizzelopeguss said:
I've been trying to...but relic online is a bloody mess currently.
Aren't they using that much-lauded Quazal-matchmaking service that would render Gamespy to shreds?
 
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One more go.

Updated: Infantry, Airborne, and Tank Doctrine, some clarifications/spelling.
-------------------------------------------------------------------------

Ah, thought I'd overdone the post, but if there's *still* interest I'll add a bit more. Yes, the Relic Online service is terrible at this point. Just an FYI, but they've asked that you include your ISP service and location (I would assume state if nothing else) with crash reports so they can better track down the issues. I forget most of the time, hopefully they'll sort the nasty connection issues out before retail. They have improved the situation somewhat, but massive dropping in game instead of not being able to join a game isn't much better.

It's even possible to be dropped from the pre-game chat/news/search areas as the connection to Relic Online is very shaky. It's also annoying to see people kick others because their ping rating is one red bar instead of full green or the like. I find that somewhat ironic as I've played a 3v3 once where the only person to drop was the one green ping player, on my team unfortunately.

It's not that unusual for the players with "good" pings to ironically be the ones that lag most. The real issue though is Relic Online, it's new and still in beta so while there's a good excuse for the issues there will be no suprise if they carry over to retail.

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I've neglected to mention this, but one of the more cunning things you can do is cut off the enemy's "supply" line. All strategic points have a territory they control. If the point(s) you've captured does not connect back to your HQ through other captured territories it will not give you any resources. Therefore if the enemy were to have a straight line of points heading to your base, if you took the one nearest their base they would lose all resource income from those points.

Naturally there isn't just one point you can capture near an enemy base that would cut them off from resources further out on the map. However if you were to capture all the points near their base, and manage to hold them, you would cut off the resource income provided by any points held beyond your line.

An Allied Armour commander could easily take advantage of this since an ability allows all light vehicles to capture points in addition to infantry. Armoured cars can deal with observation posts fairly easily and are reasonably hardy once upgraded with armoured skirts. Snipers and MG nests bounce off the cars, and can be safely ignored.

Side note, Armoured Cars are a very useful unit once upgrade with both armoured skirts and an MG gunner. It isn't hard for that gunner to be "killed" as people quickly notice, but they do tend to last long enough and add quite a bit of anti-infantry firepower. In addition fully repairing a vehicle will replace lost gunners and remove critical hits to the vehicle's engine, treads, main gun, and so forth.

The Axis Armoured Car is quite a bit different, and I haven't played with it much yet. However it seems to be quite a bit less effective against vehicles of any sort initially, but you can pay 75 munitions or so to upgrade to a more powerful main gun. I hear it's rather good, but Armoured Cars are rather light vehicles and the Allies tend to excell at blowing those up.

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First up I'll cover the Allied Doctrines, and a little note on all Doctrine powers by and large. Manpower costs are usually quite high, enough to give you pause early in the game and take some time to build up later on. However in truth the price is very worthwhile, although the single infantry squad powers can be seen as a bit more than they're actually worth. For Allies the Riflemen with BAR makes a joke out of the cost of a Ranger squad that tries to be anti-infantry.

The later Manpower abilities that call in multiple units however are always worthwhile for the cost, no doubt about those. Munitions powers are tricky the 100-125 munition powers are among the best, 200 Munition powers are quite expensive, and must be used to great effect or the cost is rather wasted. The 300/350 Munition powers are essentially unseen and I can comment little on those.

Doctrine Trees are split into two branches, this puts some pressure on to choose your abilities wisely. However unless you're losing due to being quickly overwhelmed in each fight it shouldn't be a problem. Denying your enemy command points can be very hard, but is possible and can shut down a player's plans.

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The Infantry Doctrine's left branch is your backbone, Rapid Response is a passive ability which reduces production times for infantry and heavy weapons teams. Basically your first two structures build units faster, except for the Jeep as it's a vehicle. It's a modest improvement for one point, but required to get the next ability.

For two command points you can get the ability to call in Rangers from a predetermined map edge. They will march to the location you click when you call them in, but other than basically giving them a waypoint it doesn't matter where that is. They cost 400 Manpower, which is fairly expensive.

Rangers are better than your standard riflemen, but more so initially versus tanks. Unfortunately the Bazooka is one of the most innacurate/least deadly infantry AT weapons around. The upswing is that you pay nothing for it as they come with two Bazookas for free. You can replace them with Thompson SMGs for 100 Munitions.

It makes them far more effective against infantry, but they become quite weak to tanks. In the end they're marginally better than regular infantry in my mind, once they are upgraded with BARs. That particular upgrade adds so much to Riflemen squads it's worth it's weight in black gold.

Quick numbers comparison, Rangers are 400 Manpower and take 100 Munitions per to become anti-infantry. Riflemen cost 270 Manpower and for a 200 Manpower/60 Fuel upgrade they all get a universal free set of BAR guns. I'll have to see how much better Rangers are with Thompsons, but they just don't win the price wars when compared to Riflemen for all around use as an Anti-Infantry unit.

The third and final ability of the right branch is the Off-Map Combat Group, requires four command points as I recall. This ability's effect seems to be a bit randomized. It calls in three vehicles, which can be either an M10 Tank Destroyer or an Armoured Car from what I've seen. In addition you get a free Mortar Team, and it's the only time I'd ever have one of those.

They come in from the same location as the Rangers and move to the location you clicked, on an attack move command. All for the low, low, extremely low price of 800 Manpower. Seriously, for all you get that's ridiculously low, the lack of fuel is what really makes it worthwhile. For a comparison a Mortar team costs around 280 Manpower, Armoured Cars 280 Manpower and 30 Fuel, and the M10 is 300 Manpower and 60 Fuel. Even without the fuel factor, it's cheaper and faster to call them in with this power than to actually build these unit.

I only learned this after I was caught in a 3v3 match that devolved into a 1v1 match. While you don't gain your allies Command trees or powers, you do get their income in addition to your own. A 3v3 match that turns into a 1v1 is something else as both players suddenly have three times the normal income and every point is now Triple the normal value to you alone.

Frankly it was like having another player fight with me, I was able to just spam that button and I didn't realize anything was happening until I noticed the left side of the other player's base was overrun with troops that were attack moving through and blowing everything apart on their own. This power is huge, get it, use it, love it.

Now for the right branch of the Doctrine Tree. Defensive Operations allows infantry to build light defences and speeds up how fast engineers build them to boot. It only costs one command point and comparative to Rapid Response is very useful. Your infantry can quickly build a few sandbags anywhere to hide behind for the valuable heavy cover, green shield indicator at that location. Mind you it only works one way and if you're flanked it's no good.

However it allows you to seal off areas with barbed wiring and gives great cover to your infantry with sandbags allowing them to easily hold positions that would otherwise be very hard or impossible to keep. It all depends on how well you can micro, of course, those who take the time to do so will reap great rewards. Aside from Mines which cost a heafty 25 Munitions, they're also free so it's worth the time it takes to set up these defences.

The second ability is the Off-Map Artillery Support for two command points. It's a 200 Munitions Artillery barrage, although I don't think it's actually as powerful as the barrage from an actual Howtizer on the field. Not to mention those are free, so this power is something of a stepping stone choice. It can be useful if you have excess Muntions, which you might. Otherwise it's rather pointless. One note, as with most command powers there is a "warning" given before the location is hit. In this case three red flares are thrown down, then after a period of time the location is shelled.

The last ability is the Howitzer itself, which also costs two points. This is hands down the best artillery piece in the game. Once you pay the 450 Manpower and 75 Fuel required you get an extreme range unit, several screens, that utterly bombards an area with heavy shelling. Two Howitzers and you can keep up a constant barrage if you wanted to time it. As mentioned before, this is all free of charge making the previous power almost redundant. Also it gives no warning before it hits.

It's not hard to shell an enemy base from safety with a Howitzer and it can decimate any fortified position with ease. The only issue is the artillery is infantry crewed and has all the vulnerabilities that go with it. I also don't think you can turn this gun, which is good because if an Axis player got their hands on it the tables would turn quite dramatically.

All around the infantry tree is fairly solid, although I think the late game is stronger than the early game for this tree. The thing is to diversify your troops as the Rangers can't be relied upon to tackle any and every target. So long as you keep the pressure on the Germans early and last long enough to get a Howitzer off to soften them up for the final assault with your Off-Map Combat Groups you should be good to go with this tree.

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The Allied Airborne got a lot of attention as it used to be the easiest tree to beat Axis with. The Paratroopers recently got nerfed all around, and to be frank they dominated only because many German players just didn't last long enough to learn what worked against Paratroopers. Light Vehicles are mincement against Paratroopers with Recoiless Rifles, which also used to one shot snipers with 100% accuracy or some such as I recall. They don't do that anymore, among a few other things.

There is one exception for light vehicles as Halftracks upgraded with Flamethrowers can take on a team or two of Paratroopers and deal out some damage before dying or retreating. More halftracks makes that easier and they're your best early game bet outside of Grenadiers with LMGs.

A few things to note about Paratroopers, they can reinforce anywhere in your territory. Normally infantry squads can only reinforce near your HQ or production buildings, however Paratroopers can drop out of the sky anywhere in your territory to replace lost troops. The ability itself can be used anywhere you can see, but to reinforce the must be in your controlled area. The Recoiless Rifles still are potent AT weapons, and aren't useless in an Anti-Infantry role either.

They get Stachel Charges which are quite powerful and can be used against buildings as well as vehicles. This makes them excellent bunker busters, they cost 75 Munitions per use though which is pretty darn expensive. Paratroopers also have the Fire it Up, or whatever it was called, ability. Rangers share this as well, for a limited time they move faster and are harder to hit/kill. They've got a number of advantages to use here and are still good infantry to use. They are however prohibitively expensive, especially to reinforce.

The Paratroopers are the first pick on the left branch, they require two command points to activate. After that you can call them in for 375 Manpower, and get the rifles for 125 Munitions. They're still the toughest Allied troop around I think, but not quite so clearly as before.

Seond up is the AT Gun Drop, which also costs two command points. For 320 Manpower it drops down a gun and a crew to go with. That used to come without crew, but now it comes with. NOTE: The crew is *not* automatically manning the gun even though they have the marker over their squad saying they are. You must manually have them crew that AT Gun to get it firing.

The Allied AT gun is a fantastic weapon and the Airborne can drop it anywhere making flanking a snap. Also note that the regular AT gun costs 310 Manpower, the air dropped gun is a steal since it comes down immediately where you want it, right then, right there.

AT guns are your best friend with Airborne, you'll want to consider scouting with your infantry and letting your AT guns hang back and fire from range then move up when all's clear. If a big tank shows up you can always use the AT gun drop ability to flank'm and activate the AP Rounds ability to quickly punch holes into it. It's fairly expensive at 75 Munitions, but the effect is very noticable against tanks. (Maybe it was 25 as my eyes are getting tired, but that seems far less likely.)

The last ability, Supply Drop, is easily the best power the Airborne tree gets. It's the most expensive in the tree at four command points, but it's well deserved. The ability calls down two crates which give you a random crewed weapon, with no crew, and one crate always gives +100 Munitions and the other +75 Fuel. It's free naturally, and you want to take advantage of this as often as you can which is three minutes.

You'll have so many free HMG/Mortars from the crates you'll never have to make the actual squad. Just make some Riflemen to take the gear up if you want and then reinforce the squad. It's a great boost for the allied economy, but you must micromange it well, and don't call it down in the middle of a fight if you can as the Germans can take it instead.

This boost works out incredibly well for the Allies, they can recon any spot on the map for 50 Munitions, then send down a strafing run for around 150 Munitions or a bombing run for 250 Munitions. Frankly those powers are rather cheap for how good they are, the right side of the tree is very useful.

Air Recon is incredibly useful for the cost, one command point to purchase and 50 Munitions per use. Among the better uses is spotting deep in enemy lines/their base so you can bomb it, or drop in troops and an AT gun and just lay waste. The havoc you can cause behind enemy lines with the Airborne is second to none.

Strafing Run takes 2 command points to unlock and costs 150 munitions per use. It call in a fighter to chew up any infantry in a line you draw. It's only effective against infantry and it's power seems to be a bit random. However it's fully capable of killing an entire clump of German infantry in one go, and that's when you really love it.

Bombing run takes 3 command poitns to unlock and costs 250 munitions per use. That'd be a bit expensive to use often but with the extra munitions and fuel from the supply drops it's a lot easier to bring to bear. It can tear up tanks, but Panthers and Tigers are likely to survive the run. Again it's a bit of luck as to how damaging the run is, but you can tear up the light and medium German tanks with great ease. It's fantastic against bases and it's not that bad against infantry that get hit either.

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Lastly the Armour Command tree, if you want to try going toe to toe with the Germans this may be your best bet. The left branch starst with Raid, which costs 2 command points, the ability to enable your light vehicles to capture strategic points. It's a great pick and you can put it to good use at any point in the game. Jeeps are an excellent unit to decap/capture points that aren't guarded or have observation posts.

As stated before, Armoured Cars are an excellent step up for taking down points as they can remove observation posts given enough time and then take the point. This also lets you rely more on vehicles now that you don't have to rely on infantry to capture points, Jeeps can move between points quickly and Armoured Cars stand up to fire better and are more dangerous overall.

The second ability costs 3 command points and calls in a Calliope Rocket Launcher on a Sherman Tank. This Sherman costs 600 Manpower compared to a normal sherman which cost 420 Manpower and 90 Fuel, otherwise it's not different except for the rack of rockets on top. The Calliope can launch a barrage of rockets for a whopping 125 Munitions per use. However the barrage is so devastating that it can easily tear up tanks, although it really only does that to the bigger tanks if you use it in their face due to spreading.

The recently enforced a minimum range on this as it was possible to destroy a Tiger in one barrage by getting right next to it and firing off the rockets. Still it's fully capable of taking out a bunkered building and heavily damaging whatever gets hit. Unfortunatley due to the cost and the lack of a supply drop to keep munitions high you'll likley end up using this sparingly or in a concentrated burst to try destroying a large group of troops.

Lastly for four command points you can call in the M26 Pershing Heavy Tank, and it costs 900 Manpower per use. This is the heaviest Allied tank around and the best bet you have of taking the Axis tanks on head to head. You'll still want to use everything at your disposal and flank, sticky bomb, etc. that Tiger as best you can, but the Pershing is a great Anchor that can deal out some serious punishment when upgraded. It's also got good frontal armour, just don't expect to roll over the heavy Axis tanks with it.

The right branch starts with Fast Deployment for one command point. It's a passive reduction to vehicle and tank production times. Other than the Jeep it won't have an effect with your early structures, but since your latter two are both vehicle depots that's where it really kicks in. It's a modest bonus, only a stepping stone as far as use goes.

Next in line is the field repair ability, for 200 munitions you can have all your vehicles repair themselves over time. Expensive, but if you can afford it also very useful. I'd rather repair with engineers for free, but for an emergency fix or to keep a tank alive while taking down a Tiger this'll do. It lasts a modest amount of time enough to get some repairs done, but you really don't want to rely on this as it's not an efficient use of your munitions.

Honestly this whole branch reeks of mediocrity, however the Allied War Machine could be rather impressive. For a duration of 45 seconds, recently increased in a patch, any vehicle that is destroyed is immediately replaced back at your HQ for free. The ability itself costs three command points, and 250 Munitions per use. Once you get this Field Repairs becomes very redundant. If you have a lot of tanks you can just throw them at the German line, activate this power, and destroy whatever you think needs blowing up most. The cost is high though, and you won't be able to do this very often.

This is probably the latest blooming tree, and might even need a bit of help. Can't say yet really, it's quite strong if you can get to the end though. You'll definitely want to take an early lead with the light vehicle point capping, and never let up the pressure. The Pershing is what really makes this tree, no question about it.

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This post is getting pretty long again so I'll wrap up in a second post. I'll cover what I know and think about the German Command Trees and the commentary I was going to put into this post, but that also ran a bit long and I'd rather break it up.

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- Anolis, "Oops I-"

- Anolis Mk.II, "Finish that quote and I'll kill you."
 
Joined
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Wrapping up.

Updated: Defensive, Blitzkrieg, and Terror Doctrines, also clarification and spelling.
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I've the least experience with the Axis Defensive tree, most people don't really seem to care for it. Some like it, although I think it's only really useful in a team game it might be useful in a 1v1 match.

The left branch starts off with For the Fatherland ability which costs one command point. It's a temporary buff that improves the defence of all infantry in your controlled territory. Exactly what that increases I don't know, but the effect seems worthwhile as they recently lowered the cost to 75 munitions. If you have to hold a position, or capture an enemy territory while advancing, this will help your infantry out.

Fortify the Perimiter is next, it's a passive ability which costs two command points. I just figured out what this does when I attacked an Axis computer that went with Defensive. The big effect is that all your main base structures now get Machinegunners. This makes destroying your base with just infantry a nightmare.

Additionally it's supposed to, "allow bunkers to be upgraded with entrenchment," or something like that. Frankly I haven't noticed a new upgrade, not a noticable increase in the bunker's health. Whatever it affects there I can't really say it does much. I just don't build many, if any, bunkers.

At the end of this line is the 88mm Flak 36 AT/AA emplacement. It's crewed just like a Howitzer and if taken by the Allies, well, it's a very bad thing. The ability costs two command points, and each gun costs 400 Manpower and 75 Fuel. This Flak gun excells at taking out air units, found in the right side of the Airborne Tree. Any paratroopers thinking of dropping withing range and sight of the gun will be DoA.

The Flak 88's claim to fame is how it decimates infantry, light vehicles, and how fast it rips apart shermans. Essentially a position held by an 88 requires artillery fire to be taken safely, or enough bodies to survive long enough to destroy/take the gun.

Snipers might work, but a jeep backed by a Flak 88 is a scary thing. The range on the gun is huge and with a Jeep spotter it can really mess up the Allies' line. Snipers work just as well if not better. This is really the reason to go defensive with Axis.

The right branch starts off with Advanced Warning for one point. It's a nice passive ability that increases the sight range of captured strategic points. The increase is definitely noticable and gives you a good heads up troop movements.

Second is Registered Artillery for two command points. You can call down an artillery barrage on any strategic point for 125 Munitions. It's purely defensive/reactionary, but can ruin an enemy advance if used properly. It will heavily damage or destroy an observation post, so be aware of that.

The last ability is the Rocket Artillery, for four command points you can call down a artillery barrage. I assume it consists of rockets, but frankly I haven't used it yet. It costs 250 Munitions per use, and I can't say yet whether it's worth the price.

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The Blitzkrieg tree is a powerful tree, the left side's reinforcements can supplement or even replace produciton buildings. The first power is the Infantry Assault Team which costs two command points and calls in one Storm Trooper squad. Storm Troopers are nasty four man squads with a bundled grenade that is definitely superior to normal grenades. They can also camoflague themselves to scout and sneak up on troops.

Storm Troopers don't have the same level of stealth as a sniper, but they can be far more deadly. They're essentially better Grenadiers that can really lay into the Alllies infantry, but they're still only a four man squad. They cost 400 Manpower, the most expensive squad of infantry in any tree. It used to be by a fairly large margin too, but Paratroopers and Rangers recently got a price increase. For comparison, Grenadiers cost 300 manpower.

After that is the Urban Assault Team ability which costs three command points. For 700 Manpower you get a team of Storm Troopers and a StuH 42. It's not much different than a regular Stug, but at Crack veterancy it has additional plating in addition to the MG gunner on top. It ends up being slightly superior to the normal Stug, and I think it's a bit more effective against infantry. Given it doesn't cost fuel and comes with a Storm Trooper squad, the reinforcment is a steal if you can afford it.

Lastly is the Armour Assault Force for three command points. For 1,000 manpower you get a Tiger tank and a Storm Trooper squad as a bonus. Comparatively the Pershing costs 900 Manpower, and that's all you get. However you can only call in two Tigers at any one time, more would be very crazy though. This really is a great power and the price, while high, is worth every point.

On the right side you have Assault Grenadiers, the description text is a bit misleading and the ability is currently broken. However when Assault worked it allowed Axis infantry, once they get close enough, to have every member throw a grenade at an Allied squad or bunkered structure. It was more devastating than normal grenades to squads in buildings and it came with a unique stun effect that caused those hit to do nothing for a short time.

Resource Blitzkrieg cost two command points, and is well worth it. You pay out 200 Munitions and recieve 900 Manpower; given that is almost the price for a Tiger Tank and Storm Troopers on the left side of the tree it's well worth the cost. However for a period of time after using MP Blitz you will only recieve 50% your normal Manpower income. Regardless, if you need troops now and have the Munitions it's well worth using. More specifically, well worth using to get a Tiger fast.

Finally there is Blitzkrieg Assault! coming in a three command points. It only costs 150 Munitions per use and turns all your vehicles into real nightmares. They all move much faster and if what I hear and see is right, quite possibly fire faster as well. It's possible to renew Blitzkrieg immediately after it ends, so long as you have the munitions to keep it going.

The Blitzkrieg Doctrine is perhaps the easiest to win with. It's very straightforward and if you know what you're doing can allow you to steamroll over the Allies in the late game. You'll definitely want to upgrade to Elite Tank Crews for your Tigers. Elite Infantry wouldn't hurt for the best Storm Troopers to support your tanks.

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Lastly we have the Terror Command tree, this one has a rather abusive power that can ruin a heavy infantry Allied player. That was nerfed so it doesn't recharge almost instantly anymore.

The left branch starts with Zeal for one command point. It's a passive ability that activates when an Axis soldier dies. Infantry in a radius gain a temporary buff that makes them "fight harder." It really doesn't seem to do much, given the small infantry squad sizes it doesn't seem high enough to compensate for the fact you just lost a member. To be fair though it's only good against things that don't kill your troops quickly.

Second is Firestorm for two command points. It's an artillery barrage that costs 200 Munitions per use. Honestly I don't use it, as there are better things to use that munitions on in my opinion that work more reliably too.

The real gem of the tree is the Tiger Ace, which unfortunately costs five command points. It costs 1,000 Manpower just like the Blitzkrieg tree, but doesn't come with Storm Troopers and you don't have Resource Blitz to help pay that high cost. However, it is hands down the single most deadly tank in the game. Not for how much tougher the Ace's armour is, or how powerful it's cannon is. The Tiger Ace is a naturally quick, mobile platform that when microed is a nightmare that can't be beat.

Although the Tiger Ace doesn't match up to the power of twin tigers on Blitzkrieg; as a single unit with no special buffs it excells. Vehicle pathing in this game can be, quirky, at times and having all that power stuffed into a single package is a great thing.

That's probably one of the more subtle Axis advantages. They rely on fewer, more powerful tanks so they have less issues with AI and Pathfinding. With the number of tanks Allies need to defeat German tanks, things get bogged down and can get out of control. On the flipside, the Allies can use their numbers to rush in and corner the German tanks and bog them down instead. Dangerous to be certain, but effective.

Final note is that all Tiger turrents are rather at slow turning, although the Ace seems to be faster. An M10 Tank Destroyer can get in close and circle around a Tiger, avoiding it's cannon and very slowly blow it up. As soon as another Axis tank shows up however this tactic is mostly futile.

The right branch starts out with Inspired Assault for one command point. It costs a low 50 Munitions and affects all your infantry. Supposedly it makes them better at attacking, but also makes them easy to hit which doesn't sound useful at all. Given the small German squads a "berserk" power doesn't seem like a good idea and I've avoided using it due to the drawback. It may be really good, but I can't say.

The second ability is Propoganda War which costs three command points. It drops a bunch of leaflets on the field and any Allied infantry hit by it is immediately affected by a Forced Retreat and falls back to your HQ. It costs 100 Munitions to use, and depending on distance still takes a few squads out of the action completely. It's never worthwhile to just use this on one squad, but due to AI, Pathfinding, and such it's hard to avoid having a fairly big cluster of infantry.

The abilitiy's diameter is large enough that if you have more than one infantry squad in firing range they're probably both in the area of Propoganda War. You could flanking with your squads, but then they just hit whichever group is more dangerous.

Really it's not hard to use Propoganda War well, but it is diabolically hard to avoid having Propoganda War screw up your plans involving infantry. It is relatively expensive to use often, but not so high as to become unworthwhile. It's cheaper than the artillery strike and can be used far more often. In addition it has an immediate effect instead of a delay with warning of incoming fire. It may be more balanced now, although I can't say yet, it certainly deserved the nerf. It was a nightmare to face as Allies if you had any infantry and was incredible to use as Axis.

Finally the V1 Rocket Attack costs four command points and clocks in at 350 Munitions per use. I've never used this, or seen it used. The cost is prohibitive, but I've recently heard a good reason as to why this would be. Apparently a V1 Rocket can take down a HQ building in one hit. Without an HQ your resouce income is hit badly, I forget how much and which resources, but suffice to say that taking out an enemy HQ with this power would be a devastating blow. Personally, I've never had the munitions to use this in a real match.

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Now, as to that commentary I removed from the first post:

I've read over that what thegoodevil posted, I have to wonder a how long they've played though as they clearly confused volksgrenadier and grenadier. I know that looks like an easy mistake to make, but if you've played the German side there's just not comparison at all.

People quickly learn that volksgrenadier are terrible at all but three things, taking over fallen weapons/crewed guns, utilizing the 50 Munitions SMG upgrade to kill allies in very close quarters (from cover), and soaking up fire for the cheapest reinforcement cost. The latter of which is very wasteful and I can't call a true advantage of the unit.

That along with the hard to verify issue with the SMG upgrade being lost before the entire squad dies out. If it really is happening it's a clear and distinct problem which makes upgrading Volks squads a waste of time and resources. That problem may just be my mind playing tricks on me due to my unsatisfaction with the unit as a whole. Grenadier may be a smaller team but they outperform on every level.

I do have to agree that Howitzers are a very nasty piece of artillery, the best on the field artillery there is really. Of course you have to climb to the tree up to that point and get the resources necessary to build it. It's an easy win once you bombard the Axis base from extreme distance, with one exception. I've beaten a double Infantry Allies team a double Blitzkrieg Axis team. The reason being that half our tree is made up of calling in reinforcements for a large expenditure of manpower.

The upswing is that while it takes a lot of manpower there's another power that lets you get a lot of manpower immediately. I'll cover this more later, but the effect was that while we only had our HQ in the end, we could constantly reinforce without any production buildings and all the resources sunk into those guns turned against them when we ran over thier positions and raided their base in return. That wouldn't have been possible with either of the other trees though.

The Howitzer is a powerful tool, but not more so than say, a Tiger Ace. However you aren't limited in how many you can build and they can fire from well behind your lines. It's a devastating artillery peice, but on the flipside the Infantry tree needs a powerful tool like that to compete. It's probably the strongest tree in the end, even compared to the armour tree since that artillery is so powerful. Again the flipside is that it's a crewed weapon and thus can be sniped, bombed, or have a quick strike take it out.

I don't agree with his problem with German Bunkers, it is true though that takes more time and resources to turn it into a viable defensive structure though. They're fairly tough, but they're not so hard to crack IMHO. The pricing may be a bit high, but they're good structures reallly and can be turned into a medical or repair station. Frankly I've never seen that in use, nor tried it other than once where it was completely useless.

Spot on about the Tiger Ace, it's superior not due to just being tougher and more damage, but naturally faster and more mobile than a plain Tiger. A very powerful unit, but there's only one of those per Terror tree player. It's hardly something worth complaining about either when a Blitzkrieg player can call in two Crack veterancy Tiger tanks which are even faster and more deadly when the Blitz power is used. It's practically abusive how fast they can move and last I heard/knew it also makes them fire faster in addition to blazing movement speed.

The mining thing I can't understand, the only way I can ever see that happening is if a halftrack got into your base with engineers or an Allied armoured car used it's ability to drop mines anywhere inside your base. Frankly I can't see this ever happening, but I suppose someone out there might have experimented in this sort of thing. Just retreat a team of engies to your HQ and upgrade them with Mine Detectors to clear those fields for free though, I'm having a hard time seeing this be a real issue.

His Airborne issues are probably from an earlier patch, where they were indeed the strongest troop around, aside from Crack Iron Cross troops on the Axis side. Crack Stormtroopers are also pretty bad ass but they're only in the Blitzkrieg tree. Honestly one of the first things you learn to do as an Axis player is counter mass Allied infantry. Once you do that heavy Paratrooper/Ranger players are some of the most fun kills out there. It's absurd how many people play total annihilation and go that route, it'd be far more beneficial to try it with Victory Points, where the early Allied lead means something.

All in all, it looks like a typical situation where the Allied are easy to learn but hard to master. And the Axis are hard to learn, but comparatively easy to master. It's easy for Allies to simply use mass infantry and attempt to steamroll over the Axis. German players take awhile to be competitive and must know all their units well. It's an uphill battle at the start, but once their heavy hitters are on the field mass infantry just won't cut it.

Ostwinds, flakpanzers if I recall, are dynamite units that are also practically made to decimate Airborne players. They shred infantry and can damage the lighter vehicles, however they're useless against tanks, even their rear armour as the flak just bounces off. A blitzed pair of Ostwinds will quickly turn Allied infantry into a fine gelatin, and are the perfect compliment for your tanks. Supposedly they blow up airplanes, but frankly I've never been able to verify one way or the other if they can. I'd have to lab it under controlled conditions to really find out, I've yet to have an Allied Airborne player use a strafing/bombing run around my Flakpanzers.

I've gone far into overtime commenting on what was brought up in those other posts, but I'll leave it anyway since it did take awhile to write and I'd rather not just erase all that work.

-----------------------------------------------------------------
- Anolis, "Damn, do you never shut up?"

- Anolis Mk.II, "Quiet you."
 

Jason

chasing a bee
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I've gone far into overtime commenting on what was brought up in those other posts, but I'll leave it anyway since it did take awhile to write and I'd rather not just erase all that work.

I'm glad you did post it. That's good stuff, even though you spell armor as "armour." Some day I'll learn all yous Eurpean weirdos to speak American rightly.

But yeah, keep it coming!
 

Levski 1912

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I've been tinkering with both factions online (but mostly the Axis, they fit my playstyle better) and I've noted that the Allies really seem to lack decent artillery units. In general, if the Allies can't smash the Germans early on, they tend to lose because of the German late-game advantage.

he pricing may be a bit high, but they're good structures reallly and can be turned into a medical or repair station. Frankly I've never seen that in use, nor tried it other than once where it was completely useless.

Repair bunkers are extremely useful if you use tanks for hit-and-run attacks, and I usually place a medical bunker by the HQ to heal any infantry that had to retreat. In comparison, the Allies have to bring Engineers along, and those are much more vulnerable to artillery than Bunkers.

counter mass Allied infantry.

Barbed wire networks, Bunkers/HMGs, and Nebelwerfers. Ostwinds are good too later on.
 
Joined
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Phew.

Well, I just got around to updating my previous two posts. Rather painful if you ask me, and hopefully I got everything right this time. I wasn't able to reconfirm the price on the Tiger Ace and V1 Rocket in the Terror tree, but I doubt they changed. I will have to check the cost on For the Fatherland though, I can't believe I forget to write that down.

Yes, the Allies lack a lot of artillery options, or rather the Germans have a great artillery selection. Mortar teams are a poor man's artillery and I only find them really useful as a last ditch resort, or for hitting troops in buildings or bunkers. Your artillery choice really depends on which tree you go with. Armour has the worst option, IMHO, having to rely on the Calliope and it's 125 Munition barrage. It's powerful, but expensive for your only real option.

While the Airborne's Bombing Run, the only real "artillery" it has, costs double that at 250 munitions it also has the Supply Drop. If you have infantry troubles you can use the cheaper 150 munition Strafing Run, either way it's just as easy if not easier to blow up a position with Airborne. However you might want to just consider dropping behind the enemy's line.

The Infantry Doctrine has the best options with a 200 Munition barrage and the Howtizer which is the best artillery around and fires for free after built. That's probably the real heart of the issue, the Nebel and Walking Stuka are both powerful artillery units that fire for free and all the Germans can get one. The Allies don't have a powerful artillery that can be fired for free which any tree can get.

I think the map greatly influences whether or not the artillery difference is a problem. Open maps with lots of routes makes it hard for the Axis to simple "turtle." The old 2v2 map however is just made for the Germans to take and hold the middle then hit the Allies once they get thier tanks out.

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Here's a tip for early play, if you're finding the Axis are going heavy with bunkers and trying to turtle a location try advancing to light vehicles quickly. Armoured Cars can ignore bunker fire and will eventually take them down, if you upgrade them with Armoured Skits they're virtually immune to MG fire even to the rear. The MG upgrade is well worth it though as it let's the car take down infantry very quickly and pin troops.

In addition if the infantry is really causing you problems get a halftrack out and upgrade it with the Quad-Flak gun. It has a nasty anti-infantry barrage, although it has a fairly long reload time. It's no Ostwind, but it'll shred infantry all the same. If you can get it some veterancy then you'll really start to see it clean up.

Together these two vehicles can really help out and they can crush barbed wire and such easily. What's more, it seems that although the upgraded halftracks on both sides no longer transport infantry they *still* let you reinforce in an area around them. Thus feel free to keep them near infantry teams to provide a great synergy that keeps your infantry squads full with some good vehicle support.

Although it isn't artillery and needs spotting, AT Guns can demolish buildings from a long distance if you spot for them. Try snipers and AT Guns if nothing else works.

Really though, a Defensive Doctrine player that bunkers up on that old 2v2 map will punish you if you go infantry heavy early and spend your early fuel on the BAR upgrade. They can't do the same though on the new, wider 2v2 map though. You might consider making a combination of HMG and Mortar teams. Use the HMG teams to cover the Mortars as they bomb the Germans out and advance. You might want a Sniper or Jeep to spot though.

Once the game has been going awhile if they bring out the tanks and you don't have any, well, not much you can do about that. Especially Defensive Doctrine as they can hold a position easily with 88 Flak Guns.

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It's not easy to just shut down an Allied player early on, but since HMGs were made to suppress and pin so quickly and in such a huge area it's quite possible now. It's all about what units you get and how you micro them. Well, that and what the enemy gets. How the map is built will change that and you need to learn what works best on the map and how to counter it.

HMG, Snipers, and Jeeps can rule the early game which is a slight resource disadvantage for the Allies. They can't build all three without making both their early production buildings. Upswing is that they can build more Jeeps without stopping HMG or Sniper produciton. However not being able to make enough units at once isn't a real problem in Company of Heros.

Like I've said before, I think it's just that the Allies are easier to get into and if you've been fighting nothing but new Axis players it's like relearning how to play. It's a lot more complicated to play the Germans than the Allies, but once you know what you can do and need to do it's actually a tough side to beat when played well.

In my opinion your best anti-infantry options for Axis go from HMG/Snipers, to Halftrack Flamers or Grenadier with LMGs, then Ostwind as two of those are damn near impossible to beat with infantry when they're crack or elite. As for artillery support, Walking Stuka are great against everything and can help with large groups of infantry. Frankly while Nebel are a good artillery piece I find the Stuka to be a better support weapon. It's faster, harder to destroy, and in addition it lets you reinforce you infantry. If you bring Pioneers to the front lines it's very good for keep them at full strength and repairing your tanks.

I've yet to have a problem with using Pioneers for repairs, and retreating back to a bunker so I can repair my tanks seems to be effectively doing the same thing. Now the medical bunker could be useful, but frankly healing my infantry has never been a big issue for me. Armies are just too mobile to keep going back to a bunker to "rest" and become effectively inactive.

Honestly I'd be more worried about how easy a bunker is destroyed compared to Pioneers I can always retreat. That and once the big Tanks come out I'm too busy pressing the Allied line to be bothered to retreat back, sending my pioneers forward works out much better for me.

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Now, about that Allied infantry mass thing.

Elite Axis infantry can deal with Allied infantry quite well, but Riflemen with BARs can really slaughter Axis troops on the open ground with their pinning. A squad goes from flashing yellow and crawling on the ground to flashing red and being unable to move or fire. That's the real power of suppression/pinning. Once you get enough of that kind of fire on an infantry squad they turn red and unless they retreat, the squad won't move or fire and becomes easy prey.

If you intend to actually use Volksgrenadier you'd best upgrade them with the SMG. It lets them actually compete with the tougher/upgraded Allied troops at close range. However, I maybe wrong, but it seems that they can lose this upgrade and force you to buy it again. Iron Cross Knights, or whatever their name was, are deadly effective at killing other infantry but are still vulnerable to being pinned or the like.

For the early game, barbed wire is free to make and useful for cutting off lanes early on, more useful depending on how the map is built and where you use it. I've seen barbed wire used very ineffectively, but it can help seal in a cornered German, or keep an Allied player from advancing so it's good for both sides. Personally though I like sandbags as a better investment.

You can build them anywhere and place HMG squads in the location you like best, or get Volksgrenadier behind them so they can live long enough to kill the Allies. Whichever side you're on the Sandbag is a great tool that is free and frankly works just fine for me compared to using Bunkers to hold a line. I find the manpower better spent on troops to put behind the sandbags, and you can later just leave them behind and they cost you nothing to make.

Snipers are great to take along, just remember to retreat them when they're in trouble. Don't worry too much about them being revealed in buildings, they're very hard to kill from there and it's worth putting them in one. There's a lot of things to do and try really, maybe a bit too much. Regardless you've got to cover your weaknesses when you build your troops.

Unfortunately early on the holy triumvirate seems to be a HMG/Sniper/Jeep version of Rock/Paper/Scissors. Regular infantry get chewed up by HMG teams that are set up in the right direction or Snipers who can kill an entire squad quite easily. Jeeps are the best Sniper counter and although they can try to take on HMG teams in the open field they're just torn apart if they're in a building. And if set up/supported correctly they probably won't be able to flank the HMG squad to begin with.

It wasn't quite this bad, but ever since HMG teams began to suppress what seems to be their entire arc instantly... Well, regular infantry just seem to be the odd men out until vehicles roll out. It's harder to support vehicles with HMG Teams or Snipers, that lets the regular infantry shine a bit more as they're more mobile.

I'm really rambling now, and I've still got to check the cost on For the Fatherland. I'll get that done tommorow and update for, I hope, the last time. One last parting commentary. The end game for the Allies seems to be weaker than the Axis, if I had to rate them I'd say Infantry/Armour/Airborne are the best late game players for Allies in that order.

Blitzkrieg/Terror/Defensive for the Axis, I just can't rate the 88 Flak guns as being as useful for winning a game as the Tiger tanks. Unless it's a VP game, in which case being able to easily hold the VP with Flak guns would be great. Open maps let you run around the positions where the Axis player build the Flak 88s, although that old 2v2 map that's long and narrow makes that pretty much impossible if both Axis went Defensive.

---------------------------------------------------------------
- Anolis, "I need to stop doing this."

- Anolis Mk.II, "The thing about sanity is the less you have, the less it matters."
 

suleo

Scholar
Joined
Mar 22, 2006
Messages
473
fizzelopeguss said:
I just got owned by the krauts, he was using some kind of rocket arty on half tracks that pounded me from half a map away.

Thats the Nebelwerfer!

Anyway the game sounds interesting but damn those system requirements are high. I could play DoW on a laptop with an integrated intel card. For this, even my desktop will have issues.
 

Levski 1912

Scholar
Joined
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Messages
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Thats the Nebelwerfer!

Nope- that's the Walking Stuka, which hits harder than the Nebelwerfer IMHO.

in which case being able to easily hold the VP with Flak guns would be great.

Flaks are great, but they're extremely vulnerable to artillery and suicidal airborne squads. However, they're quite cheap at only 400 Manpower.

About "For the Fatherland" I think the cost was 75 Munitions.
 

fizzelopeguss

Arcane
Joined
Oct 1, 2004
Messages
859
Location
Equality Street.
suleo said:
fizzelopeguss said:
I just got owned by the krauts, he was using some kind of rocket arty on half tracks that pounded me from half a map away.

Thats the Nebelwerfer!

Anyway the game sounds interesting but damn those system requirements are high. I could play DoW on a laptop with an integrated intel card. For this, even my desktop will have issues.

Nope, the nebs are shoved along by the troops...they're also really really loud so when you hear multiple "VVVVVVVSHUUUUUM!" you have a few seconds to get your men behind sand bags. :D

As for the req's you can't really compare this to DoW, this is a much better looking game, you can also blast shit apart and deform the terrain a little so i'm not surprised it takes more juice to run.
 

Levski 1912

Scholar
Joined
Jan 9, 2006
Messages
685
Location
Limbo
they're also really really loud

Gets a nice "What the hell was that?" reaction if you're playing with people that haven't played much. I still think the 88 Flaks sound more impressive- the rumble can be heard across the map.
 

Kontrocity

Novice
Joined
Aug 16, 2006
Messages
2
Location
In front of my computer.
Yeah i just had a match. 2v2 and i was Allies, Infantry. In the beginning we mannaged to take 2/3s of the map pretty quickly. Once we istablished the frontline we basicly had constant scrims goin left and right. Everytime i'd advance we'd get sniped/bombed and everytime they advanced we'd just blow the crap outta them. My ally was airborne so basicly we opperated with mass infantry. Eventualy the germans bombed the hell outta my frontal barracks and foxholes i set up. We were slowly driven back by like... 3 some kinda tank (seemed liek a armored car)... I was pushed back to my second frontline barracks. They seemed to hult their advance so i managed to call in some rangers and 3 riflemen..... I had them take cover in a near by grave yard (suprisingly giving my troops heavy cover) When the tanks came 'round i pumbled them with my rangers and atleast attempted to sticky bomb them to hell... my men were dead within 10 secs... not one managed to throw a sticky bomb and my rangers didn't do shit to their health. I nearly broke my keyboard........ The rest of the match was pretty strait forward... we lost...

Though i lost it was still a fun match. If only my computer could run this game on high graphics
 

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