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EIRR high level of play Combat Doctrine
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Topic: EIRR high level of play Combat Doctrine (Read 4861 times)
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
EIRR high level of play Combat Doctrine
«
on:
March 20, 2010, 09:42:55 pm »
Pretty simple. Im trying to put together a tactical doctrine for playing as the US vs. high end axis players
List one concept of play you find leads to sucessful high level EIRR gameplay. Suggestions can range from staple units that must be in every army, to things like a minimum level of proper ATGs per army.
No "you gotta have L33t micro" bullshit, this more pretains to team company builds and execution of said companys within a team enviourment. So if one criteria cant be covered by one player, it can and should be covered by the others.
I will get the ball rolling with some common sense ones so you know what i would like to see.
1.) All companies should have either a sniper(s) or at minimum, 1 anti sniper call in of 3 bikes/jeeps, or something equivilant. (Bike, Puma)
2.) 1 player at the least, on the team, should have some legitimate form of artillary. Everyone else should have at least 1 mortar for support.
3.) 1 player at the least, on the team, should have some form of infantry healing.
Let me see what you got. Serious stuff please.
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gamesguy2
Honoured Member
Posts: 2238
Re: EIRR high level of play Combat Doctrine
«
Reply #1 on:
March 20, 2010, 09:51:41 pm »
IMO rule one of "high level play" should be this:
Don't follow conventional wisdom and "rules". Some of the best companies I've played with breaks most conventional wisdom regarding company composition.
Absolutely nothing is necessary, I've run plenty of companies with no ATGs, mortars, MGs, etc. Yes you can build an all around company with a little of everything, but then you'll be competing with all the other well rounded companies with nothing in particular to distinguish them.
Pick one thing your doctrine abilities and unlocks make your company excel at, and focus on that as much as you can while keeping in mind how your company will complement other companies of your faction. For example, wehr companies with the standard paks/mgs/mortars/nebel/p4/grens are common as dirt, so with an axis company you can reasonably expect these kinds of units from your ally.
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lionel23
Donator
Posts: 1854
Re: EIRR high level of play Combat Doctrine
«
Reply #2 on:
March 20, 2010, 09:52:26 pm »
I disagree on the 'mortar' being the must. It tends to hurt the US more for fielding them than axis. I would say for US support the HMG over the mortar anyday as it doesn't do enough damage or suppress targets or is accurate or long range enough to do its job.
My 'tactical' doctrines for an allied team game would be:
1. Healing - One form of healing must be present on the field, whether it be a triage center or CCS. Why? To keep the allied elite infantry and hurt basic infantry alive and repair the always valuable ATG.
2. Light Vehicle - A Light vehicle of some sort of heavier armor (M8 or T17 or Stag). Invaluable for saving infantry or supporting armor pushes due to armor, speed, and gun.
3. Sticky Bombers - In order to neutralize axis heavy armor. Bren Brits could do it, but riskier.
4. Heavy Tank - IDEAL, but not always going to get it. A heavy tank Pershing or Churchill to deal with infantry with big splash/dmg.
5. Mass Infantry (basic) or Assault Specialists (Commandoes, SMG Rangers) - These guys are used to mass counter a sniper (jeeps get blown up way too much to rely on against a protected sniper compared to a bike rush) and are invaluable in chasing the much dreaded cloaked stormy blob.
6. Man-packed AT - Mass bazooka/Boy's AT Rifle OR RRs - To deal with tanks either directly or supprting other elements.
7. ATG - A must in ANY team game, someone needs to always have ATGs on the field, but never fielded alone (too many games seen people bring out ATG and have absolutely no anti-inf support and they get overrun and taken.. bah).
8. Doctrine Arty OR British Mortar - Arty is needed to counter axis support spam. Either via the rapid fire and high damage british mortars OR via doctrine arty (Calliope or Howitzer or Priest, for example). 25lbers need not apply due to short range.
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Smokaz
Honoured Member
Posts: 11418
Re: EIRR high level of play Combat Doctrine
«
Reply #3 on:
March 20, 2010, 09:53:50 pm »
Well, really really advanced american companies need to have a lot of utility special callins.
Problem Solver Guy
1. Anti-Sniper = M8 + Jeep, t17 + jeep, 300 jeeps
2. Bunker Bitch Buster - Some flamers, a mortar and a demo charge unit, preferably more than 1 for those epic mortar smoke attacks on 88s and entrenched positions
3. Troublesome indirect fire unit for the axis - Calliope, Howie, Sniper
4. Healing, spotters, backcappers (preferably sticky squads)
5. The anti jagd/kt package - 2-3 jeeps, a halftrack and a vet 2 sticky squad
6. Recrew whore man - basically steals all the support weapons he can get, uses 81mms and mg42s against wehr like he was paid to do it. Takes good care of them with his triage etc and his abundancy of recrew rifles. Vet 0 improved sticky rifles have to be the most useful basic unit in the game.
Basically the more jeeps, snipers, stickies and demo charges you have, the cooler you are for the team.
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lionel23
Donator
Posts: 1854
Re: EIRR high level of play Combat Doctrine
«
Reply #4 on:
March 20, 2010, 09:55:41 pm »
Quote from: Smokaz on March 20, 2010, 09:53:50 pm
6. Recrew whore man - basically steals all the support weapons he can get, uses 81mms and mg42s against wehr like he was paid to do it. Takes good care of them with his triage etc and his abundancy of recrew rifles. Vet 0 improved sticky rifles have to be the most useful basic unit in the game.
LOL, I laughed when I saw this. That would be an excellent job title...
Lionel: Velocity, go recrew that axis mortar!
Velocity: Why me?
Lionel: You're the whore, now get to work!
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Akranadas
Honoured Member
Posts: 6906
Re: EIRR high level of play Combat Doctrine
«
Reply #5 on:
March 20, 2010, 10:00:33 pm »
I think the ability to adapt your strategies and overall company on the fly is the most important to high level play.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: EIRR high level of play Combat Doctrine
«
Reply #6 on:
March 20, 2010, 10:02:08 pm »
Quote from: gamesguy2 on March 20, 2010, 09:51:41 pm
IMO rule one of "high level play" should be this:
Don't follow conventional wisdom and "rules". Some of the best companies I've played with breaks most conventional wisdom regarding company composition.
Absolutely nothing is necessary, I've run plenty of companies with no ATGs, mortars, MGs, etc. Yes you can build an all around company with a little of everything, but then you'll be competing with all the other well rounded companies with nothing in particular to distinguish them.
Pick one thing your doctrine abilities and unlocks make your company excel at, and focus on that as much as you can while keeping in mind how your company will complement other companies of your faction. For example, wehr companies with the standard paks/mgs/mortars/nebel/p4/grens are common as dirt, so with an axis company you can reasonably expect these kinds of units from your ally.
See now, i dont agree with this.
Just last game I played, Unknown, Gren, and Killer basically support spammed us to death and one calliope could've took them apart.
We could not only not find a way in to pick them apart, but my team was so inflexable that we had random panzergrens running behind the lines killing our support weapons.
Specializing to your doctrine too much causes this inflexability and it's hinders the team as a whole.
Im not saying you cant customize towards your doctrine, but being woefully unequipped to deal with certain strats is stupid and is something id like to recitify in my own play and with those i play with.
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wildsolus
Donator
Posts: 807
Re: EIRR high level of play Combat Doctrine
«
Reply #7 on:
March 20, 2010, 10:02:26 pm »
High level of play?
1) Buy a mic
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Smokaz
Honoured Member
Posts: 11418
Re: EIRR high level of play Combat Doctrine
«
Reply #8 on:
March 20, 2010, 10:07:42 pm »
Well, maybe that's more related to the Calliope being one of the most useful allied units in the game.. It can disperse the blob and also take out stuff like paks, mortars etc.
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Malevolence
Donator
Posts: 1871
Re: EIRR high level of play Combat Doctrine
«
Reply #9 on:
March 20, 2010, 10:09:47 pm »
Maintain two pieces of anti-tank on the field at any given time. 57mm, stickybomb, RR, bazooka, et c... Mines could count I guess but they're very sketchy about when they work.
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Smokaz
Honoured Member
Posts: 11418
Re: EIRR high level of play Combat Doctrine
«
Reply #10 on:
March 20, 2010, 10:11:13 pm »
Also the good american player always seeks out the flanks, and always sacrifices his horde to kill off important stuff like 88s, nebels etc.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: EIRR high level of play Combat Doctrine
«
Reply #11 on:
March 20, 2010, 10:12:23 pm »
Even a 25pnder would've been just as acceptable.
There's something wrong when it's left up to my RRs as the sole means for Pak destruction.
Not saying that's how things went down, but it sure felt that way.
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Smokaz
Honoured Member
Posts: 11418
Re: EIRR high level of play Combat Doctrine
«
Reply #12 on:
March 20, 2010, 10:14:02 pm »
Also the good american player, like really uber pro guy wearing a cowboy hat and playing from his Huge SUV has a crocodile with a the thingie in front that crushes hedged
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Killer344
The Inquisitor
Posts: 6904
Re: EIRR high level of play Combat Doctrine
«
Reply #13 on:
March 20, 2010, 10:29:24 pm »
Quote from: Groundfire on March 20, 2010, 10:02:08 pm
We could not only not find a way in to pick them apart, but my team was so inflexable that we had random panzergrens running behind the lines killing our support weapons.
Lol, there were too many brains and few muscles on your team, more action would have helped you a lot. When you guys decided to attack I was already capping your spawn.
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BeRzErKeR
EIR Veteran
Posts: 266
Re: EIRR high level of play Combat Doctrine
«
Reply #14 on:
March 20, 2010, 10:33:06 pm »
What I find very helpful in all games against any axis player.
1. Specified Call ins - This applies to all factions, IMO the game goes best when you have callins that are deticated towards a specific role, so none of that jack of all trades crap. When the enemy has panzers or blobs of infantry, and you'd want to win in the situation with minimal loss on your part, think what would best counter those types of units.
2. Mines - These things are amazing. For 35 muni you can destroy an entire squad, or severly cripple tanks. They can be used to secure an entire flank, and even to spot an incoming attack. These things will drive the axis player crazy, lol and I might be an A**hole but to me thats the best part about the mines.
3. Flanking - Always try to flank and backcap. With units such as riflemen with stickies, sneak up behind an enemy tank and then use the stickie rather then to approach them head-on. The element of suprise can work wonders.
4. Be Observant - When you hear a mortar shot being fired, move your units immediately. Try to keep your units together and watch the placement of your support weapons. If your infantry are engaging another group of infantry, move that MG up forward and facing right direction.
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DuckOfDoom
EIR Veteran
Posts: 318
Re: EIRR high level of play Combat Doctrine
«
Reply #15 on:
March 22, 2010, 07:14:00 am »
I dont know about tailoring a company, but here is a list of units you should ALWAYS have on the field against good players:
A jeep for spotting
A minesweeper for clearing mines (no, that 1 mine you hit was not an exception)
A halftrack (delivery of infantry to the front line quickly, delivery of suicide stickies, backcap hunter, driving past mgs)
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Lai
Propaganda Minister
Posts: 3060
Re: EIRR high level of play Combat Doctrine
«
Reply #16 on:
March 22, 2010, 09:28:25 am »
It's kind of sad how much your company matters these days. In the good old days a balanced company could basically beat anything as long as your play was superior.
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tank130
Sugar Daddy
Posts: 8889
Re: EIRR high level of play Combat Doctrine
«
Reply #17 on:
March 22, 2010, 09:38:36 am »
Quote from: wildsolus on March 20, 2010, 10:02:26 pm
High level of play?
1) Buy a mic
+100
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shockcoil
griefer & spammer
EIR Veteran
Posts: 1566
Re: EIRR high level of play Combat Doctrine
«
Reply #18 on:
March 22, 2010, 09:44:23 am »
Quote from: gamesguy2 on March 20, 2010, 09:51:41 pm
IMO rule one of "high level play" should be this:
Don't follow conventional wisdom and "rules". Some of the best companies I've played with breaks most conventional wisdom regarding company composition.
Absolutely nothing is necessary, I've run plenty of companies with no ATGs, mortars, MGs, etc. Yes you can build an all around company with a little of everything, but then you'll be competing with all the other well rounded companies with nothing in particular to distinguish them.
Pick one thing your doctrine abilities and unlocks make your company excel at, and focus on that as much as you can while keeping in mind how your company will complement other companies of your faction. For example, wehr companies with the standard paks/mgs/mortars/nebel/p4/grens are common as dirt, so with an axis company you can reasonably expect these kinds of units from your ally.
Since when did you become reasonable? In any case I fully agree here. A team of specialised companies working together will completely destroy a team of standard companies.
«
Last Edit: March 22, 2010, 09:45:59 am by shockcoil
»
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: EIRR high level of play Combat Doctrine
«
Reply #19 on:
March 22, 2010, 10:32:41 am »
Quote from: Lai on March 22, 2010, 09:28:25 am
It's kind of sad how much your company matters these days. In the good old days a balanced company could basically beat anything as long as your play was superior.
The good ol' days involved OP doctrines and beating the snot outta far less experienced players and no one had a balanced company anyways.
No one's knocking balanced companies, or specilized companies for that matter, but if anything, something like this encourages these type of companies and by association superior play through combined arms because it's a part of your personal doctrine to have particular units to fulfill the roles that need to be filled. It doesnt need to be a specific unit, but a combination of units that fall into such categories like AT/AI etc.
I know for a fact that if 3 axis players went into a 3vs3 and no one had a single mortar/nebel/mortar HT/indirect fire weapon, someone would shit a fuckin brick because that's what is a staple in the axis armies, they are needed and you dont see axis companies running around without them.
That example right there lends to an ideology of a EIRR combat doctrine b/c everyone recognizes it's important and adheers to that ideology that indirect fire weapons are important.
At the same time where I can say pretty much all axis players consider indirect fire weapons fundamentally important for their army, Allied players sometimes go into games without having a single artillary or indirect fire piece between ALL of the Players, which is fucking annoying and is vastly more important because shit happens in game that prevents flanking and other techniques that negate the need for indirect fire weaponary.
Im not saying at all that you shouldnt have a company specialized to your doctrine at all however.
I could go right now into my airborne co. and remove all the tanks because allied companies do not require tanks to be successful at all. Likewise if you have an armor co. and feel like going all tank destroyers and no ATGs, it's fine but when shit gets locked down, if your not prepared to throw away your units in an all out muscle push then you'd better have a god damn artilary piece, which as i refer back to the first part of my post, sometimes isnt considered important enough to field regularly.
«
Last Edit: March 22, 2010, 10:34:44 am by Groundfire
»
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