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** In multiplayer team games, spamming Goliath tracked mines can be a surprisingly viable tactic, at least on lower ranks. These unmanned drones are fast, can become invisible in cover and take a few hits. They are not a big issue in 1v1 due to the high munition requirement, but in team games where multiple teammates can coordinate to drop munitions to one player, they can wipe multiple squads early and completely cripple the opposition early on. If sufficiently massed and well-microed, a swarm of Goliaths can quickly overwhelm any enemy's ability to take them down, forcing mass rout. Once the player has dug into in the abandoned territories, the Goliath swarm can then disperse themselves into the surrounding, waiting to ambush the inevitable enemy counter attack.

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** In multiplayer team games, spamming Goliath tracked mines can be a surprisingly viable tactic, at least on lower ranks. These unmanned drones are fast, can become invisible in cover and take a few hits. They are not a big issue in 1v1 due to the high munition requirement, but in team games where multiple teammates can coordinate to drop munitions to one player, they can wipe multiple squads early and completely cripple the opposition early on.opposition. If sufficiently massed and well-microed, a swarm of Goliaths can quickly overwhelm any enemy's ability to take them down, forcing mass rout. Once the player has dug into in the abandoned territories, the Goliath swarm can then disperse themselves into the surrounding, waiting to ambush the inevitable enemy counter attack.
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** In multiplayer team games, spamming Goliath tracked mines can be a surprisingly viable tactic, at least on lower ranks. These unmanned drones are fast, can become invisible in cover and take some hits. By coordinating with each other and bringing commanders with the ammunition drop ability, the Axis team can grant the OKW player(s) a constant stream of munition spam Goliaths from. Once sufficiently massed and well-microed, a swarm of Goliaths can quickly overwhelm the enemy's ability to take them down, forcing a retreat. Once ground has been taken, the Goliaths can then disperse themselves into the surrounding, waiting to ambush the inevitable enemy counter attack.

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** In multiplayer team games, spamming Goliath tracked mines can be a surprisingly viable tactic, at least on lower ranks. These unmanned drones are fast, can become invisible in cover and take some a few hits. By coordinating with each other and bringing commanders with They are not a big issue in 1v1 due to the ammunition drop ability, the Axis team can grant the OKW player(s) a constant stream of high munition spam Goliaths from. Once requirement, but in team games where multiple teammates can coordinate to drop munitions to one player, they can wipe multiple squads early and completely cripple the opposition early on. If sufficiently massed and well-microed, a swarm of Goliaths can quickly overwhelm the any enemy's ability to take them down, forcing a retreat. mass rout. Once ground the player has been taken, dug into in the Goliaths abandoned territories, the Goliath swarm can then disperse themselves into the surrounding, waiting to ambush the inevitable enemy counter attack.
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** the Royal Engineer Recovery Squad, also referred to as Recovery Sappers by the community, is are an absolute nightmare for any Wehrmacht player, given that they're available from the start, have 5 men and can melt Grenadiers at close range. Worse, they have access to smoke and can block an MG's sight, so the one thing that Wehr relies upon to even the odds is not as ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Sappers come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. Oh, and they are not limited to being short-ranged the entire game either; like all UKF infantry units, they can be given two Brens at the weapon racks, but unlike them, they can be further given a Vickers from the Heavy Engineer upgrade, giving each squad three machine guns and turning them into budget Obersoldaten. Except, Obersoldaten would have no veterancy at all by the time they hit the field, while Recovery Sapper would have already been extensively vetted up from both combat and all the repairing they have to do.

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** the The Royal Engineer Recovery Squad, also referred to as Recovery Sappers by the community, is are an absolute nightmare for any Wehrmacht player, given that they're available from the start, have 5 men and can melt Grenadiers at close range. Worse, they have access to smoke and can block an MG's sight, so the one thing that Wehr relies upon to even the odds is not as ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Sappers come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. Oh, and they are not limited to being short-ranged the entire game either; like all UKF infantry units, they can be given two Brens at the weapon racks, but unlike them, they can be further given a Vickers from the Heavy Engineer upgrade, giving each squad three machine guns and turning them into budget Obersoldaten. Except, Obersoldaten would have no veterancy at all by the time they hit the field, while Recovery Sapper would have already been extensively vetted up from both combat and all the repairing they have to do. And to top it all off, Recovery Sapper is still an engineer unit and can both repair vehicles, detect mines and lay them.
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** the Royal Engineer Recovery Squad, also referred to as Recovery Sappers by the community, is are an absolute nightmare for any Wehrmacht player, given that they're available from the start, have 5 men and can melt Grenadiers at close range. Worse, they have access to smoke and can block an MG's sight, so the one thing that Wehr relies upon to even the odds is not as ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Sappers come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. Oh, and they are not limited to being short-ranged the entire game either; like all UKF infantry units, they can be given two Brens at the weapon racks, but unlike them, they can be further given a Vickers from the Heavy Engineer upgrade, giving each squad three machine guns and turning them into budget Obersoldaten.

to:

** the Royal Engineer Recovery Squad, also referred to as Recovery Sappers by the community, is are an absolute nightmare for any Wehrmacht player, given that they're available from the start, have 5 men and can melt Grenadiers at close range. Worse, they have access to smoke and can block an MG's sight, so the one thing that Wehr relies upon to even the odds is not as ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Sappers come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. Oh, and they are not limited to being short-ranged the entire game either; like all UKF infantry units, they can be given two Brens at the weapon racks, but unlike them, they can be further given a Vickers from the Heavy Engineer upgrade, giving each squad three machine guns and turning them into budget Obersoldaten. Except, Obersoldaten would have no veterancy at all by the time they hit the field, while Recovery Sapper would have already been extensively vetted up from both combat and all the repairing they have to do.
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** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odds is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support weapons before they can retreat, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.

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** the Royal Engineer Recovery Squad from Squad, also referred to as Recovery Sappers by the UKF community, is are an absolute nightmare for any Wehrmacht player, given that they're available from the start start, have 5 men and can melt Grenadiers at close range, even behind cover. range. Worse, they have access to smoke and can block MG with smoke, an MG's sight, so the one thing that Wehr relies upon to even the odds is largely not as ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad Sappers come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would Oh, and they are not limited to being short-ranged the entire game either; like all UKF infantry units, they can be forced to get an expensive Panzergrenadier out to deal with given two Brens at the weapon racks, but unlike them, significantly delaying their 222 or other better units just to counter they can be further given a cheap unit that UKF gets Vickers from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG Heavy Engineer upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
giving each squad three machine guns and turning them into budget Obersoldaten.
** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path.payload. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support weapons before they can retreat, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.

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** Kubelwagens used to be able to inherently suppress like heavy machine-guns while being at a dead stop after a few seconds like an HMG team setting up. With their speed, it was rather unlikely for infantry units catch up to them and successful flanking attacks would generally be quickly invalidated by the Kubelwagen reversing out of trouble. This wasn't the worst for the Soviets to deal with, being able to quickly upgrade their Conscripts with AT grenades or even build an M3A1 Scout Car to counter it, but since the Americans' lacked being able to get either of those analogs quickly while their Riflemen units were more expensive than each Kubelwagen, Kubelwagen spam was going damn near prevent them from playing the match. The American {{Metagame}} against Oberkommando West to counteract this was to build only Rear Echelon Troops instead, as being cheaper units better allowed them to spread out either to flank or just avoid the Kubelwagens and them having a higher fire-rate but much worse accuracy than Riflemen actually made them do more damage against Kubelwagens (because all infantry small-arms are guaranteed to hit it). It's not for nothing that Kubelwagens' innate ability to suppress was removed.



** In ''2'', the Jaeger Light Infantry Recon squad is often considered to be one of the most terrifying infantry units to fight against (with only Soviet shock troop matching them in that regard), and for good reason. In their base form, [=JLI=] are nothing to write home about, being a 4-man squad with only bolt actions and no anti-tank weapons. However, once their G43 upgrade is attained, they turn into absolute DemonicSpider that can snipe any infantry model below 75% health to insta-kill it, meaning that all infantry units theoretically have only ''25%'' of their health when facing [=JLIs=]. In practice, with the support of other units, like kubelwagon and Infantry Support Guns, the insta-kill threshold can be reached trivially and every [=JLI=] squad can reliably kill an enemy with each salvo. One may expect such a potent sniping unit to be weak in a straight up fight, but no; [=JLIs=] have decent dodge right out of the gate and can largely ignore enemy cover, meaning that they can beat just about everyone in a long-range cover-to-cover fight. One of their only weaknesses is that they don't do so well at close ranges, but since all [=JLIs=] come bundled with a cheap sprint ability, they can just quickly run away from these unfavorable encounters. What's more, [=JLIs=] have superior sight line and can camouflage themselves, meaning that they can act as excellent spotter for OKW's potent tanks, thus making up for their non-existent anti-tank ability. Of all the factions, the British fare especially especially poorly against [=JLIs=], as their squads tend to be only 4-man strong and thus individual models get their health reduced below the required threshold much quicker.

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** In ''2'', the Jaeger Light Infantry Recon squad is often considered to be one of the most terrifying infantry units to fight against (with only Soviet shock troop matching them in that regard), and for good reason. In their base form, [=JLI=] are nothing to write home about, being a 4-man squad with only bolt actions and no anti-tank weapons. However, once their G43 upgrade is attained, they turn into absolute DemonicSpider that can snipe any infantry model below 75% health to insta-kill it, meaning that all infantry units theoretically have only ''25%'' of their health when facing [=JLIs=]. In practice, with the support of other units, like kubelwagon Kubelwagen and Infantry Support Guns, the insta-kill threshold can be reached trivially and every [=JLI=] squad can reliably kill an enemy with each salvo. One may expect such a potent sniping unit to be weak in a straight up fight, but no; [=JLIs=] have decent dodge received accuracy right out of the gate and can largely ignore enemy cover, meaning that they can beat just about everyone in a long-range cover-to-cover fight. One of their only weaknesses is that they don't do so well at close ranges, but since all [=JLIs=] come bundled with a cheap sprint ability, they can just quickly run away from these unfavorable encounters. What's more, [=JLIs=] have superior sight line and can camouflage themselves, meaning that they can act as excellent spotter for OKW's potent tanks, thus making up for their non-existent anti-tank ability. Of all the factions, the British fare especially especially poorly against [=JLIs=], as their squads tend to be only 4-man strong and thus individual models get their health reduced below the required threshold much quicker.



** 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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** The Grenadier's Grenadiers' rifle grenade is a constant source of pain for all Allied players. It While its explosive radius is a bit smaller than most other grenades, 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 cover 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.



** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.

to:

** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd odds is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
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** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support weapons with a single click, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.

to:

** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support weapons with a single click, before they can retreat, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.

Changed: 215

Removed: 215

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** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support
weapons with a single click, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.

to:

** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support
support weapons with a single click, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.
Is there an issue? Send a MessageReason:
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Added DiffLines:

** The Churchill AVRE is a heavy tank that's been modified to quickly deliver a high-explosive payload to wipe out everything in its path. It's the Allied's answer to the Sturmtiger, except unlike the ST, the AVRE has a turret and doesn't need to line up itself to fire. This allows it to consistently delete support
weapons with a single click, something the ST is too slow to do. The sheer terror this unit inspires is so great that you can consistently bluff the enemy team into retreating by simply moving your AVRE toward them.
Is there an issue? Send a MessageReason:
None


** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.

to:

** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPSh-41=] Conscripts and G43 Panzerfusiliers) Panzerfusiliers, both need time to get their weapon upgrades) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
Is there an issue? Send a MessageReason:
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** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPsH-41=] Conscripts and G43 Panzerfusiliers) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.

to:

** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of three strong short-range units (the other being [=PPsH-41=] [=PPSh-41=] Conscripts and G43 Panzerfusiliers) that can both eat enemy mainlines for breakfast and snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
Is there an issue? Send a MessageReason:
None


** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.

to:

** Royal Engineer Recovery Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Squad come with snares, so they're one of two three strong short-range units in the game (the other being ppsh conscripts) [=PPsH-41=] Conscripts and G43 Panzerfusiliers) that can both eat Grenadiers enemy mainlines for breakfast and blow up snare any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Squads. Their biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade, or worse, G43 in doctrines that let them. They also perform significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
Is there an issue? Send a MessageReason:
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** Recovery Engineers from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers. Their only weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade and can reliably weaken them before they get close. They also perform poorer against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.

to:

** Royal Engineer Recovery Engineers Squad from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers Squad come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers. Squads. Their only biggest weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade and can reliably weaken them before they get close. upgrade, or worse, G43 in doctrines that let them. They also perform poorer significantly less well against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
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** Recovery Engineers from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers. Their only weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade and reliably weak them before they get close. They also perform poorer against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.

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** Recovery Engineers from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from the start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers. Their only weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade and can reliably weak weaken them before they get close. They also perform poorer against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
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** Recovery Engineers from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from tbe start of the game. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers.

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** Recovery Engineers from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from tbe start of the game.start. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers. Their only weakness is that their effectiveness fall off significantly when Grenadiers gain access to their MG upgrade and reliably weak them before they get close. They also perform poorer against OKW, whose infantry tend to be stronger at close range than that of Wehrmacht.
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** Recovery Engineers from the UKF are an absolute nightmare for any Wehrmacht player, given that they're available from the start and can melt Grenadiers at close range, even behind cover. Worse, they can block MG with smoke, so the one thing that Wehr relies upon to even the odd is largely ineffective against them. No big deal, we'll counter them with light vehicles, one may say, but nope; Recovery Engineers come with snares, so they're one of two short-range units in the game (the other being ppsh conscripts) that can both eat Grenadiers for breakfast and blow up any light vehicle sent after them. As such, a Wehr player would be forced to get an expensive Panzergrenadier out to deal with them, significantly delaying their 222 or other better units just to counter a cheap unit that UKF gets from tbe start of the game. And even then, a solitary Panzergrenadier will lose badly to two Recovery Engineers.
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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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