Showing posts with label CoH. Show all posts
Showing posts with label CoH. Show all posts

Saturday, March 28, 2009

CoH - An analysis of the Four Knights Opening US vs Wehr

US:
Engineer 2: 140MP
[Barracks]
Rifle 1: 270MP
Rifle 2: 270 MP
Rifle 3: 270 MP
{Grenades}
Rifle 4: 270 MP
{BARs}

A pretty standard US start, going solid on the barracks units. Getting 4 rifles helps with the capping power early game, though swapping Rifle 1 with Jeep 1 confers a few things:
- Intel
- Jeep utility moves such as the Jeep push (with requisite micro)
- Sniper hard counter
- Unsuppressable unit for flanking

At the cost of:
- Firepower
- Capping power
- Health

Only recommended if you know how to get the most out of the Jeep push and early harassment to force capping pioneers to retreat. Do not engage Volksgrenadiers without rifle support (since such a matchup depends a fair bit on cover, which Jeep push solves and hence can tilt engagement in favour of rifles). Buying more than 1 Jeep is generally not recommended since Panzerfausts and any AT obsolete them later.

Grenades help during flanking maneuvers, especially against the almost inevitable MG42 the typical Wehrmacht player will use as his centrepiece. Of course, there should be sufficient units with which to flank with, hence the rationale for getting grenades after Rifle 3. Munitions may or may not be in short supply at this point, depending on whether an engineer has been upgraded with a flamer or not, or if mines have been built. BARs will likely make unsupported Volks obsolete, except maybe MP40 volks at short range.

In any case, this build order goes up against the following:

Wehr:
Pioneer 2: 120MP
[Wehrmacht Quarters}
Volksgrenadiers 1: 280MP
MG42 1: 260MP
Volksgrenadiers 2: 280MP
MG42 2/Sniper 1/Bike 1: 260/340/180MP

Later:
Volksgrenadiers 3: 280MP

The typical Wehrmacht opening is very much more variable simply because of the sheer diversity of units which can be built from T1. While the US start depends heavily on flanking with Riflemen, the Wehrmacht T1 can afford to use specialized units to open their game. The MG42 will likely be the focal point of all flanking efforts at this point, which is why the build order has 3 Volksgrenadiers queued; these should be kept in the vicinity of the MG in order to inflict heavy damage on any flanking or grenading riflemen. The MP40 comes in handy for this role, especially with the 2.400 buff. In addition, having a higher number of Volks around lets you recrew the MG if it dies (only do this after the engagement is over, but if possible, do not let it fall into US hands). Focus fire on any flame engineers, or use a sniper if you have one.

The main objective for these two openings will usually be:
US: Push Wehr off the map
Wehr: Inflict losses while holding on to territory

The US objective really is a reaction to the Wehrmacht one. Because of the immobile nature of MGs, it favours the Wehr player to start capping and fight when the Riflemen are encountered, where the MG is subsequently deployed in the Fog of war and sprung upon the US player. Thus the US player retreats, and the Wehr player moves on. This is a more conservative playstyle which usually ends up in the Wehr player stopping at a good part of the map where a medic bunker can be set up and the MG put inside. Hence, it is the US player's ideal objective to be able to keep this bunker from happening; to do that, the US player must push the Wehr player off with a good flank. Bearing in mind that Riflemen have a higher cap rate than Volks and Pioneers, consistently getting pushed off the map (and hence losing map control) is a bad thing for the Wehrmacht player.

On the other hand, while it is in a way easier for the Wehr player to play defensively and with a greater diversity of tools, the US player can afford to be pushed off a couple of times before the bunker goes up and the game becomes hard to dominate at this stage. Also, while putting the MG out of the equation is a main objective, do not forget the Volks, since they are the real damage dealer. Any Wehr player worth his salt should support his MG with Volks around it or around the building it's in. In order to avoid the Volks, a diversion is usually necessary, which involves letting one of your rifle squads get suppressed by the MG42. Then, immediately after that rifle squad gets suppressed (cover is a must for slowing damage taken), take the rest and flank around, putting them into pieces of cover around the MG; a flame engineer and grenade works here too. MG42s in buildings cannot re-target, which means it will keep shooting at the baiting rifle squad until the rifleman dies or retreats, or until the MG42 gets out of the building. It's usually safe to flank it from at least 3 directions.

Still, the US player should try to end said engagement quickly, because, assuming that 3 rifles have been built, and are up against 2 Volks and an MG, chances are a 2nd MG, Bike or maybe sniper is on the way, the timely appearance of which could upset your attack. Therefore throw as many useful units as possible into the fight, such as engineers which can be upgraded with flamers. Even the Jeep can contribute: Given sufficient micro skill, you can Jeep push the Volks around, causing their damage output to drop drastically, and which gives your rifle squads or flame engineers the window of opportunity to run in and kill the MG without taking too much damage. Should the MG be nulified in this way, the superior close range firepower of the riflemen should kill the Volks too (especially if the Volks are still being pushed around). Of course, the Wehr player won't stick around to get killed; at most to stall if he has sufficient Volks left to put up a good fight (which is where grenades and grenade techniques come in handy). In any case, by taking out the MG without too many losses, the US player will achieve his objective, which should be followed by capping in that window of opportunity (until the next attack or harassment).

Saturday, September 13, 2008

CoH: Experimentation: Mortar smoke

The setup was as follows:

Axis:
- 2 MG bunkers covering a single choke point (Angoville right flank, hedgerow high fuel pt).

Allies:
- 3 Rifleman squads (3 x 6 = 18 men)
- 2 Mortar squads

Procedure:
1. Set-up experiment
2. Charge riflemen at MG bunkers
3. Record time taken for the riflemen to be suppressed
4. Record number of casualties taken in first 10 seconds
5. Qualitative assessment of charge as an offensive maneuver
6. Repeat steps 1-5, using mortar smoke to cover riflemen's advance.

Without smoke:
Time taken to suppress infantry: 1.5 seconds
Casualties taken after 10 seconds: 5 out of 18 dead
Assessment: This replicate demonstrates the usual results of charging unsupported infantry straight into machine gun bunkers head-on. Absolutely ineffective and wasteful of initiative and resources.

With smoke:
Time taken to suppress infantry: None, infantry were not suppressed.
Casualties taken after 10 seconds: 0 out of 18 dead
Assessment: A significant improvement over the previous replicate with excellent results. No squads suppressed, no casualties; the riflemen were able to charge past the bunkers almost unharmed, slight damage observed but again, no men lost.

Conclusion: Where outflanking is impossible, such as choke-point heavy maps like Vire River Valley, Hinderdam, The Scheldt, etc, mortar smoke barrages are highly recommended to make infantry charges effective.

CoH: Experimentation: Blitzkrieg and blob squashing

Ranger blob: scourge of the newbie/uncreative/one who lets it get too big. Although the ranger blob is very beatable with combined-arms, not all situations allow an Axis commander the luxury of having a well-configured anti-blob taskforce. Therefore, it is imperative that new, innovative ways of putting an end to this phenomenon. It's always fun to find novel ways of beating the ranger blob.

An investigation of Blitzkrieg: On Squashing infantry.

Independent variable: Use of Blitzkrieg doctrine power.
Dependent variable: Number of rangers squashed.
Controlled variables:
- Number of rangers: 6 x 5 = 30
- Veterancy of tanks (Vet 1)
- Gradient of battlefield (Flat, Angoville left flank)
- Obstacles on battlefield (None)

Replicates 1,2,3: 30 rangers vs 1 Stug, no blitzkrieg
Result:
- Average rangers lost to squashing: 0 of 30

Replicates 4, 5, 6: 30 rangers vs 1 Stug, WITH blitzkrieg
Result:
- Average rangers lost: 2.33 of 30

Replicates 7,8,9: 30 rangers vs 1 Panther, no blitzkrieg
Result:
- Average rangers lost: 0 of 30

Replicates 10,11,12: 30 rangers vs 1 Panther, WITH blitzkrieg
Result:
- Average rangers lost: 1.33 of 30

Replicates 13, 14, 15: 30 rangers vs 1 Stug + 1 Panzer IV + 1 Panther, WITH blitzkrieg
Result:
- Average tank survival rate: 2.67
- Average rangers lost: 14.7 of 30


As such, it can be seen that the chances of squashing the blob increase with increasing numbers of tanks, particularly in replicates 13, 14 and 15. However, it must be noted that in cases where only a single tank is involved, survival rate is 0, making it an expensive tactic, along with the 150 munitions cost for the Blitzkrieg ability. Also, very few rangers were squashed with single tanks, even with high infantry density.

Hence, the Blitzkrieg ability as a ranger squashing tactic is generally:
NOT advised.

Monday, June 16, 2008

COH: The Wehrmacht and the Tools of Maneuver Warfare

A great deal of people are undoubtedly aware of the German Army's famous blitzkrieg campaigns to some extent. Bearing that in mind, let's take a look at how the concept of highly mobile warfare works out in COH. I'll be trivializing quite a lot of the real-life theory and practice behind the strategy, but so does the game. Anyone with any knowledge of game design will know the difficulties of implementing real tactical/strategic mechanics. For now I'll discuss the general usefulness of each non-doctrine specific unit and demonstrate the fluidity of Wehrmacht teching and how this influences a combined-arms strategy so important (in my philosophy) to good and flexible gameplay.

One very important aspect before considering the maneuvers one uses on the COH battlefield is the tools with which you execute your moves. Like chess, you can't normally expect to win against a fully stocked opponent with just a pawn and your king. Because you'll most likely be pwned hurhur nvm. I consider Wehr as a faction ideal for doing this because of their teching style and build options.

Tier 1: The Wehrmacht Quarters builds your Volks, MGs, Snipers and Motorbike. This allows you to counter either a US WSC or Barracks start; all you have to do is see which one he builds. Then there's the British, who starts with Tommies and maybe a Bren Carrier, no choice. As can be seen, there's fluidity in choice even at the first step. If he churns out MGs, use a sniper to pick them off. If he spams riflemen, use volks to skirmish them, with an MG behind to support; he can't do the same thing to you since his rifles and MGs are built from separate buildings. If he is an idiot and spams snipers, get a bike and squash them for massive exp. This ability to build everything from the same starting building is invaluable.

Tier 2: What we got earlier was the early game stuff; functional, adaptable, but it's not the best idea to go on using them again and again while your opponent techs higher. Luckily, Tier 2 still demonstrates the same adaptability, this time packaged with more resilience and firepower: Grenadiers; or Grens, Halftracks, AT guns and the Mortar. Grens are excellent infantry, and any player should get at least a squad or 2 of them to maintain infantry superiority. Decking them out with panzershrecks is a good idea to counter the US fast Greyhound strat. The AT gun normally isn't so important just yet, but it's useful to get one especially on wide-open maps, since it's long range can kill those light US vehicles fast. If he's going heavy on rifles, or you suspect ranger spam, bring out a mortar, very useful to have around since it doesn't really need micro, and kills quite a lot of enemy infantry without drawing as much attention as a rattling MG. For those who automatically think of AT-gun when faced with tanks, shreck Grens are a very good alternative, and very much more mobile. Halftracks are also a decent support option, since you can put rocket artillery or double infantry-killing flamers on them, which is cool.

Tier 3: Some choose to bypass this tier in favour of Tier 4. Nothing wrong with that (I stop at Tier 2 sometimes), but T3 does have plenty of nifty stuff, especially the appearance of your first armour. The Stug is your first "tank", a solidly armoured piece which can deal serious damage to any light vehicles and threaten careless allied tanks. Always a nice addition when well-supported by infantry like Grens. The Puma Armoured Car is an deadly infantry killer, and fast too. Nebelwerfers help a lot against entrenched positions and infantry concentrations; not bad at all for 4 popcap. The Officer is pretty low on my priority list, though some of his abilities are fun to play with like forcing his infantry to retreat, leaving his armour devoid of any infantry support, whereupon you can run in with shreck squads and tear his tank up.

Tier 4: Panzer Command. What we've been waiting for, the heavy armour. The tanks you can build here are top-of-the-line, unchallenged in their respective roles by any other faction's tanks (except perhaps the British Firefly, which is pure awesome on a stick). On the Ostwind and infantry, it just kills, kills, kills. The Panzer 4 is a decent MBT to have around, with good armour, anti-infantry and AT capabilities handled by the reliable main gun. The Panther is a serious threat to any allied tank force, with excellent frontal armour and anti-tank ability. But before it scourges your opponents' armour, it'll make a serious hole in your pocket, so get a good economy up. Knights Cross Holders, or KCH, are elite close-combat infantry which just don't die. On the expensive side and limited in tactical repetoire, a single squad is nice to have when you don't have a tank to soak up MG fire, but not a good choice to replace Grens with them.

Contrast this teching scheme to the more compartmentalized US way of teching, and we'll find that it leaves many options open to flexible play, especially in the critical early game. MGs and light infantry come out at the same time, allowing the MG-supported Lt Inf to overcome even heavy infantry like the British Tommies. The MG, played aggressively and shielded behind Lt Inf, is less vulnerable to snipers since the Lt Inf can charge down the sniper and kill it. Using this example, this is one way weaknesses of both the Volks (low health and firepower) and MGs (low mobility and vulnerability to snipers) can be greatly reduced by using them together, as well as bringing forth their strengths: Volks (maneuverable, fast), MG (high firepower and suppression, very impt when fighting tough Tommies). This is but one example we can use to showcase the idea of combined arms and unit synergy.

Wednesday, February 27, 2008

CoH: On Tier 1 Infantry: Panzergrenadiers

Since more people might be starting to play COH, I'll do some expositories every now and then. Today's review is the Panzergrenadier (abbv. PG), from the Panzer Elite faction. Requires Opposing Fronts.

Panzergrenadiers:
At a cost of about 250 MP, these would be the cheapest tier 1 infantry COH offers. But don't be fooled by their cost, I reckon they're at most as tough as Grenadiers (Wehrmacht) health-wise, which is pretty decent. Only they come in 3-man squads, which makes them more vulnerable to snipers, since snipers do take down a head per shot which is 1/3 the squad. Damage-wise un-upgraded, ok in the early game, enough to present a threat to a jeep, though they won't massacre jeeps. Which is why one should keep them in the vicinity of your kettenkrads, to prevent clever Allied players from killing them with an early jeep.

They're probably the most multi-purpose infantry units around, since they fight, build and repair all in one neat little package. They may be upgraded with G43s (50mun), which can actually be quite painful (sort of like better rifles) as well as suppress enemy infantry for a munitions cost.

They can also be upgraded with MP44s (75mun), which are basically close-range weapons. These are very good at their job, and were/are abused regularly prior to the first OF patch. They still are very useful now. They don't have to be upgraded with munitions, as PGs pre-equipped with MP44s can be bought from the Panzer Jager Command. PGs upgraded in this fashion excel at close combat and are called Assault Grenadiers or Ass Grens.

And what's the German Army without Panzerschrecks? This is the third weapon upgrade from PGs: the Panzerschreck (75mun). When upgraded with these, PGs are called Tank Busters. Arguably the best infantry wielded anti-tank weapon, they do plenty of damage to any vehicle (including AT guns) and should be a high priority target for any Allied armour. TBs should be used in a mobile fashion, flanking armour and hitting them in the side or rear for the extra damage.

PGs can also use 2 types of grenades (though these have to be researched). The Incendiary Grenade and the Anti-Tank Grenade. The incendiay grenade is, not worth its munitions cost when used against troops in the open, unless one's desperate. However, they're good against infantry in trenches, buildings or big bunches. It does damage over time, and the longer the unit stays on the flaming spot, the more damage it takes duh. In general, Incendiary grenades suck against stuff that runs around, like riflemen. But they aren't bad against MGs or AT-guns since it forces them to move, or die a nice warm death. Forcing these support weapons to move can be a very good thing. This is a good ability for ass grens, since things in buildings or trenches generally beat them in a firefight. Throw in a flame grenade, make them get out, and hose them down with the lethal MP44s. Either that or they burn. Note that however, these abilities have a very very long cooldown, unless there's a Munitions Halftrack nearby, in which case cooldown is almost instant.

The Anti-tank grenade is well, usually not as high a priority on my research list, sometimes not at all. Sure they do damage against tanks, but not that much. I reckon they'd be more useful against light vehicles, which tend to run around more. Not to say that they're useless. With the Tank Buster doctrine, the passive power "double AT efforts" gives it more teeth, since it allows PGs to throw 2 grenades for the price of 1, simultaneously. Again, long cooldown.

There's a research for PGs called "Increased Squad Sizes". As its name suggests, it increases squad size, to 4-man. It's a good upgrade, as it gives the squad more survivability, especially for Tank Busters, who're spending much time getting hit by the tanks and infantry of a player who realizes the importance of Panzerschrecks. Good for ass grens, since they're charging around and well, assaulting stuff. Actually its good in general; the real question is when you need it, which is a matter of priorities really.

A common feature of PGs is the tendency for human players to group them together. This is called "the PG blob". The research "Group Zeal" probably encourages this behaviour. It isn't a very good tactic against experienced players, who will know how to counter it, but against noobs it has a high chance of success in general, since they might panic and do all the wrong things against it. Details on its exact nature and how to beat it will come in a separate article.

Also, PGs repair stuff. This is good, because after a battle, the infantry can be useful, and repair damaged vehicles as well as reinforce the squad from say an Infantry Halftrack. A research: "Super Repair", makes them repair much faster; it's a really good upgrade if you're using plenty of vehicles. Note that units repairing under fire take extra damage.

There are a few other researches pertaining to PGs, but I don't know very much about them and their effectiveness since I haven't used them a lot.

That's the end for the PG unit description.