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Author Topic: I need some advice  (Read 13267 times)
0 Members and 12 Guests are viewing this topic.
Tym
Guest
« Reply #20 on: July 02, 2008, 09:54:21 pm »

two straight wins as of right now about to play a 3rd. thanks for the help lol screw friggin mortar's i went with what i did best inf and howitzers and after both wins i just kept on putting out mroe rifles finding there's no reason for some other stuff i never used
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Novox Offline
EIR Veteran
Posts: 172


« Reply #21 on: July 02, 2008, 09:56:56 pm »

two straight wins as of right now about to play a 3rd. thanks for the help lol screw friggin mortar's i went with what i did best inf and howitzers and after both wins i just kept on putting out mroe rifles finding there's no reason for some other stuff i never used

yup. I also noticed you had snipers. If you find you only field one. or maybe even none, remove them and give something to your rifles. Why have so much manpower and munition never used.
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too bad images are disallowed Sad
DBSights2 Offline
EIR Veteran
Posts: 89


« Reply #22 on: July 02, 2008, 11:29:27 pm »

wow buddy, relax there.

take it easy.

...a few steps back and reconsider your position.

Snipers are some of the most powerful units in CoH.

When properly used they can: scout, kill key units, kill everyone, bait by causing extreme aggression in your opponents ("I JUST REMANED THAT WEAPON!!!!! AGAIN!")

But most importantly snipers are very good at killing other snipers.  Because nothing sucks more than not having snipers when your opponent does.  and uses them.
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #23 on: July 02, 2008, 11:32:21 pm »

Snipers cost too much in my opinion.

Whats in my Company?

41 Rifles, 2 HMGs, 4 ATGs, 1 Sherman, 2 Crocs, 2 Howi's.

Lots of BARs, Nades, Stickies and a triage or 2
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509th Airborne
Pengu Offline
EIR Regular
Posts: 37


« Reply #24 on: July 03, 2008, 12:32:26 am »

They cost a lot, but honestly its worth it to have 1 or 2 just for the scouting ability.
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #25 on: July 03, 2008, 01:28:09 am »

Snipers = Arty imo. Fullfill the same role.

When both sides are digin with support weapons and so on sniper is the most expensiv stallmatebreaker, but it can take out enemy arty.
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UnLimiTeD6 Offline
EIR Regular
Posts: 47


« Reply #26 on: July 03, 2008, 06:23:50 am »

Snipers worth increases with doctrine abilities, as axis you have heavy support and ferocity, maybe blitz, as allies infantry companies get them a lot cheaper, and they get more annoying with every vet.
Axis snipers just back up when hit and be back with full health sometime later, allied snipers can take out complete gren squads whithout taking a hit on vet 2.
The biggest weapon of a sniper is annoyance.
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Tym
Guest
« Reply #27 on: July 03, 2008, 09:34:51 am »

well since i'm infantry and I chose Mass Production and Enlistment surge I get snipers for 493 and 98 rather than 580 and 130.

but yeah that's what i basically did. i used my snipers for scouting and popping axis mortar's and mg's which are useless w/ only 1 soldier in it.

also good for taking out pioneers so that they dont repair axis tanks and such. but i think they're most useful in support of a rifle squadran that's moving up so you can whittle it down by one very quickly and take the advantage over almost anything out there. KCH are good but if you have two rifles vs just 2 members of a kch rather than 3 the fight goes a lot easier.

also my howie targeting is a lot more accurate with snipers in my group and since they have such long sight range I love 'em. saved my butt a couple times in hedgerow seige lol.

one of my biggest issues, which chrono can attest, is my not paying attention but if I have snipers i can see more things on the map and it makes it a little easier to watch things (there's another reason it's hard for me to watch everything that's physical but i wont use that as an excuse)

i'm just glad i finally got two straight and am figuring out what i'm good at...i need to stop listening to people about my howie use, i'm good at it as i'm sure a lot of people i've played have noticed lately. 

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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #28 on: July 03, 2008, 09:48:49 am »

KCH can suck up sniper shoots btw, you will need more than 3 shots.
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Tym
Guest
« Reply #29 on: July 03, 2008, 09:52:35 am »

I know they're tough but it makes the job easier than being w/o is what i'm saying.
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Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #30 on: July 03, 2008, 09:53:06 am »

support ftw!
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #31 on: July 03, 2008, 09:54:29 am »

Yeah, but now we are talking about optimum situation´s. Doubt that there will be 1 kch vs 2 rifles and a sniper. Just compare the pop cap. Also if the kch get lucky and to your sniper they got there own cost backing and some more.
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Tym
Guest
« Reply #32 on: July 03, 2008, 10:29:53 am »

I agree. i'm just stating something that happened last night. He didn't bring both of his KCH up at the same time and one trailed so i quickly took out one and made the other retreat. Of course I had my sniper far enough away so I could run him if needed.

man i swear i'm addicted to this game lol i think strategies all day long at work, at break, at lunch, on the way home =-|
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Novox Offline
EIR Veteran
Posts: 172


« Reply #33 on: July 03, 2008, 10:41:28 am »

wow buddy, relax there.

take it easy.

...a few steps back and reconsider your position.

Snipers are some of the most powerful units in CoH.

When properly used they can: scout, kill key units, kill everyone, bait by causing extreme aggression in your opponents ("I JUST REMANED THAT WEAPON!!!!! AGAIN!")

But most importantly snipers are very good at killing other snipers.  Because nothing sucks more than not having snipers when your opponent does.  and uses them.

i believe u should re-read what i said before acting up lmao.

yup. I also noticed you had snipers. If you find you only field one. or maybe even none, remove them and give something to your rifles. Why have so much manpower and munition never used.

I said if you only FIELD one a game... meaning... you always have an extra one u find you never field. Or maybe you play your game without snipers, and only rarely find yourself fielding it. Why waste so much manpower and munition on something you dont even use enough. I hope you understand NOW :\
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Tym
Guest
« Reply #34 on: July 03, 2008, 10:58:36 am »

Yeah. I understood what you meant but I love using my snipers, especially if I start off with a howitzer which takes up 9 & 7 popcap and i only have 9 left which means that i can't cap territory and i basically have to have a good teammate or i'm screwed cuz i can normally protect myself.

Anywho...some fool last night had a company full of snipers and another a company full of stugs...:sigh:
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Novox Offline
EIR Veteran
Posts: 172


« Reply #35 on: July 03, 2008, 11:06:25 am »

Yeah. I understood what you meant but I love using my snipers, especially if I start off with a howitzer which takes up 9 & 7 popcap and i only have 9 left which means that i can't cap territory and i basically have to have a good teammate or i'm screwed cuz i can normally protect myself.

Anywho...some fool last night had a company full of snipers and another a company full of stugs...:sigh:

haha gimmick companies ftw! Cheesy

btw, with that 9 pop, u can have 3 hmgs xD
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Tym
Guest
« Reply #36 on: July 03, 2008, 11:21:12 am »

quite true. but then if say a stug, like what normally happens, decides my howie is a tasty snack i'm screwed
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Novox Offline
EIR Veteran
Posts: 172


« Reply #37 on: July 03, 2008, 11:29:02 am »

quite true. but then if say a stug, like what normally happens, decides my howie is a tasty snack i'm screwed

beg for allies to have at least 1 AT gun. Stugs get rapped by 57mm, and if you only have infantry on the field, they basicly do nothing. I would be more worried of an early ostwind xD

or you can always get 1 57mm, and 1 hmg.
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Tym
Guest
« Reply #38 on: July 03, 2008, 11:31:39 am »

Yeah but one thing that worked pretty well is I set up one hmg and a mg emplacement behind the howitzer that way i can't be attacked by inf from in front or behind and i have at least one inf with a sticky to at least slow it down and my  howie lasted 1/3 of the game b4 he snuck around my emplacement (i placed it badly) and destroyed it, meh. Still won.

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Novox Offline
EIR Veteran
Posts: 172


« Reply #39 on: July 03, 2008, 11:58:44 am »

Yeah but one thing that worked pretty well is I set up one hmg and a mg emplacement behind the howitzer that way i can't be attacked by inf from in front or behind and i have at least one inf with a sticky to at least slow it down and my  howie lasted 1/3 of the game b4 he snuck around my emplacement (i placed it badly) and destroyed it, meh. Still won.



i wouldn't waste time defending it if your on the offensive. Send everything towards the opponent and leave the howi open. Get around 4-5 of them, and stop carring for them. Make every shot count and you'll be fine. Level all houses, remove defensive blobs. If they have no HMG's. your rifleblobs can enter free'ly.
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