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** The [=KV-1=] tank from ''2'' costs roughly the same as a Panzer IV ausf. J, yet it's far sturdier at 270 armor (compared to [=P4J=]'s 234) and can shrug off shot after shot from AT units at long range. It's not unheard of for two Pak 40 to shoot a dozen times at a solitary KV-1 and fail to inflict more than half health damage. God helps you if you fail to kill it when it comes out, and the enemy manages to keep it alive long enough to get a second one. Those two will just plow through your AT wall and come out on top. The only saving grace is that a [=KV-1=] has the same gun as a [=T-34/76=] and are just as ineffectual against Axis tanks as Axis tanks (short of a Panther or anything heavier) are against it.

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** The [=KV-1=] tank from ''2'' costs roughly the same as a Panzer IV ausf. J, yet it's far sturdier at 270 armor (compared to [=P4J=]'s 234) and can shrug off shot after shot from AT units guns at long range. It's not unheard of for two Pak 40 to shoot a dozen times at a solitary KV-1 and fail to inflict more than half health damage. God helps you if you fail to kill it one when it comes out, and the enemy manages to keep it alive long enough to get a second another one. Those These two will just plow straight through your AT wall and come out on top. kill the AT with barely a scratch. It's not unheard of for two [=KV-1s=] deployed at the right time to annihilate the entire enemy team and turn a losing game around. The only thing saving grace it from GameBreaker status is that a [=KV-1=] has its gun is too weak to consistently penetrate the same gun as a [=T-34/76=] and are just as ineffectual against heavier Axis tanks as Axis tanks (short of a Panther or anything heavier) are against it.tanks.
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** The Soviet 120mm mortar is an excellent team weapon and static defense destroyer, which makes it the absolute bane of a Wehrmacht player. What the Wehrmacht lacks in good infantry, they make up for in strong team weapons, so a 120mm essentially nullifies the primary advantage they have over Soviet. This thing is also extremely sturdy thanks to its 6-man crew and the ability to retreat, so any mortar trying to fire at it will just be met with laughter and a 120mm counter-barrage.
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** Want to see some Axis rage quit in ''2''? Use the Pathfinder + [=M8A1=] Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged [=M8A1=] Howitzer. This renders Axis team weapons completely impotent, as the [=M8A1=] can fire at them from outside their vision range and kill them before they can even think of packing up and running. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, thus yielding their long-ranged advantage to face the superior-at-close-range USF infantry. Even if the Axis try to attack, the [=M8A1=] is mobile and can just retreat, basically making the desperate assault on their position completely moot. There's a reason why Airborne is the most picked USF commander by a ''wide'' margin.

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** Want to see some Axis rage quit in ''2''? Use the Pathfinder + double [=M8A1=] Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged [=M8A1=] Howitzer. This renders Axis team weapons completely impotent, as the [=M8A1=] can fire at them from outside their vision range and kill them before they can even think of packing up and running. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, thus yielding their long-ranged advantage to face the superior-at-close-range USF infantry. Even if the Axis try to attack, the [=M8A1=] is mobile and can just retreat, basically making the desperate assault on their position completely moot. There's a reason why Airborne is the most picked USF commander by a ''wide'' margin.
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** Want to see some Axis rage quit in ''2''? Use the Pathfinder + [=M8A1=] Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged [=M8A1=] Howitzer. This renders Axis team weapons completely impotent, as the [=M8A1=] can fire at them from outside their vision range and kill them before they can even think of packing up and run. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, thus yielding their long-ranged advantage to face the superior-at-close-range USF infantry. Even if the Axis try to attack, the [=M8A1=] is mobile and can just retreat, basically making the desperate assault on their position completely moot.

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** Want to see some Axis rage quit in ''2''? Use the Pathfinder + [=M8A1=] Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged [=M8A1=] Howitzer. This renders Axis team weapons completely impotent, as the [=M8A1=] can fire at them from outside their vision range and kill them before they can even think of packing up and run.running. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, thus yielding their long-ranged advantage to face the superior-at-close-range USF infantry. Even if the Axis try to attack, the [=M8A1=] is mobile and can just retreat, basically making the desperate assault on their position completely moot. There's a reason why Airborne is the most picked USF commander by a ''wide'' margin.
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** Want to see some Axis rage quit? Use the Pathfinder + M8A1 Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged M8A1 Howitzer. This renders Axis team weapons completely impotent, as the M8A1 can fire at them from way outside their vision range and kill them before they can even think of packing up and run. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, granting a massive edge to the USF as they no longer have to face entrenched long-ranged Axis troops.

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** Want to see some Axis rage quit? quit in ''2''? Use the Pathfinder + M8A1 [=M8A1=] Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged M8A1 long-ranged [=M8A1=] Howitzer. This renders Axis team weapons completely impotent, as the M8A1 the [=M8A1=] can fire at them from way outside their vision range and kill them before they can even think of packing up and run. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, granting a massive edge to the USF as they no longer have to face entrenched thus yielding their long-ranged advantage to face the superior-at-close-range USF infantry. Even if the Axis troops.try to attack, the [=M8A1=] is mobile and can just retreat, basically making the desperate assault on their position completely moot.
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** Want to see some Axis rage quit? Use the Pathfinder + M8A1 Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged M8A1 Howitzer. This renders Axis team weapons completely impotent, as the M8A1 can fire at them from way outside their vision range and kill them before they can even think of packing up and run. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, granting a massive edge to the USF as they no longer have to faced entrenched long-ranged Axis troops.

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** Want to see some Axis rage quit? Use the Pathfinder + M8A1 Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged M8A1 Howitzer. This renders Axis team weapons completely impotent, as the M8A1 can fire at them from way outside their vision range and kill them before they can even think of packing up and run. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, granting a massive edge to the USF as they no longer have to faced face entrenched long-ranged Axis troops.
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** Want to see some Axis rage quit? Use the Pathfinder + M8A1 Howitzer combo. Pathfinders have a longer vision range than most team weapons and infantry, allowing them to stealthily spot targets for the long-ranged M8A1 Howitzer. This renders Axis team weapons completely impotent, as the M8A1 can fire at them from way outside their vision range and kill them before they can even think of packing up and run. This is also a great way to force Axis to abandon their defensive position and try taking out your Howitzers, granting a massive edge to the USF as they no longer have to faced entrenched long-ranged Axis troops.
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** The P-47 Rocket Strike ability for USF Airborne commander is reported to have very wonky targeting, often locking onto targets way outside of the displayed radius. Some players report getting their tanks destroyed even after retreating them to the base and way outside of the radius. Basically, once you start this ability, the enemy tanks are getting absolutely shredded short of an AA saving them.

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** In ''2'', any commander with the ability to rapidly neutralize capture points can be this, as it allows the player to quickly remove resource points from enemy control and completely hobble their war machine. There is no counterplay to this, as the ability is both cheap (costing 30 munition for OKW) and lasts an entire minute, meaning that a single unit with the sprint ability can neutralize an entire flank before the opposing team even knows what hits them. This is also an excellent way to force a battle on one's own terms, as the enemy will then be forced to divert a significant number of their infantry to recapture lost points, allowing the player to know exactly just where the next big battle will be and prepare accordingly.
** The [=KV-1=] tank from ''2'' costs roughly the same as a Panzer IV ausf. J, yet it's far sturdier at 270 armor (compared to [=P4J=]'s 234) and can shrug off shot after shot from AT guns at long range. It's not unheard of for two Pak 40 to shoot a dozen times at a solitary KV-1 and fail to inflict more than half health damage. God helps you if you fail to kill it when it comes out, and the enemy manages to keep it alive long enough to get a second one. Those two will just plow through your AT wall and come out on top. The only saving grace is that a [=KV-1=] has the same gun as a [=T-34/76=] and are just as ineffectual against Axis tanks as Axis tanks (short of a Panther or anything heavier) are against it.

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** In ''2'', any commander with the ability to rapidly neutralize capture points can be this, as it allows the player to quickly remove resource points from enemy control and completely hobble their war machine. There is no counterplay to this, as the ability is both cheap (costing 30 munition for OKW) and lasts an entire minute, meaning that a single unit with the sprint ability can neutralize an entire flank before the opposing team even knows what hits them. This is also an excellent way to force a battle on one's own terms, as the enemy will then be forced to divert devote a significant number of their infantry to recapture lost points, allowing the player to know exactly just where the next big battle will be and prepare accordingly.
points.
** The [=KV-1=] tank from ''2'' costs roughly the same as a Panzer IV ausf. J, yet it's far sturdier at 270 armor (compared to [=P4J=]'s 234) and can shrug off shot after shot from AT guns units at long range. It's not unheard of for two Pak 40 to shoot a dozen times at a solitary KV-1 and fail to inflict more than half health damage. God helps you if you fail to kill it when it comes out, and the enemy manages to keep it alive long enough to get a second one. Those two will just plow through your AT wall and come out on top. The only saving grace is that a [=KV-1=] has the same gun as a [=T-34/76=] and are just as ineffectual against Axis tanks as Axis tanks (short of a Panther or anything heavier) are against it.it.
** The Grenadier's rifle grenade is a constant source of pain for all Allied players. It detonates instantly, has long range, the animation for launching it is hard to spot in a hectic fight and it can be launched even without direct line of sight. It basically negates yellow covers as units in them are clumped together and more vulnerable to explosions. It's not uncommon for you to look away two seconds and come back to your entire squad getting destroyed by a single rifle grenade.

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