View Full Version : Oppinions on Allied Tech tree
I was curious what people thought of each tech tree as I had my own oppinions on it.
I think that airborne may or may not be too strong in the sense that you can recon really quick then drop a couple of major problems on a dudes head.
Infantry seems very well balanced like it was used as the basis from the start of the game. I dig it.
AND finally, Armor... sighs... I really really really can't play as it nor can I find a good method to it either.
Anyone have their own oppinions as well as any pointers in each strategy? I already rock with Airborne (my old job ^_^) but I just can't get a grasp on armor at all.
8th Aug 06, 9:35 AM
Armor takes some work, you can't just build 1 type of tank and expect to own, you need to mix it up with armored cars and other light armored things, tanks good against infantry, if you just charge with Shermans you will lose to almost anything quick with AT except maybe another tank
8th Aug 06, 10:16 AM
armour my favourite sinse :
1: there light tanks can upcapture/ capture points(very useful)
2: rocket shermans. well i utterly love them get an orgy when i hit a load of germans hidign in building and they al die and my opponent usealy starts spammign swear words at me lol.
best advise :(like other guy said) mix and match your army sinse one load of shermans isnt going to win, i find 1 sherman with 2 light armour works good racio, the light cars rush forward killing MGs, and mortors, while sherman provides cover from back, also back u with some infi to kil the anti tank guns(the german anti- tank guns abush witch very nasty )
With Armor, which seems to be primarily what I play anymore, it allows you build faster and cap points with the quickest units in the game. Repairing is also quite nice.
I found that an Armored Car makes an excellent point-capper since it's somewhat tough but it can also blow OPs up in short order. Raiding points with Armor is something that few people defend against.
Also, the Calliope (the Rocket Sherman) is simply a wonderful tool to really do some AoE havoc. I've had as many as 3 use their salvos on clustered Tank lines and simply annihilate them. Yes, it's incredibly Ammo expensive but boy, it looks cool.
Allied War Machine allows a few things: first free replacements for 30 seconds and a more aggressive and reckless mindest. When you know that all your losses will be replaced for free, you can go in guns blazing and do as much damage as possible. The enemy, thinking that they just repelled a serious incursion, regroups to lick its wounds and then here comes the exact same force 30 seconds later. This ability wins the war of attrition.
Finally the Pershing gives adds some teeth to your Armor division and since it, too, can be replaced free of charge with Allied War Machine, you can keep assaulting the Axis with a few Pershings at all times.
Airborne is still incredibly effective, with Recoil-less Rifles and AT Drops making Tank defending much easier. The Supply Drop is simply icing on the cake. The Strafing and Bombing runs seem to misfire or miss wildly so I think they're currently bugged. When they do go according to plan, they're incredible.
Finally, Infantry simply gives an early game boost due to Rangers and fast deployment while Artillary gives the Allies that long range punch needed end-game. I feel this is the most "can-be-used-throughout-the-game" tree that doesn't have the highs and lows of the other two.
The strafing run is fine, you probably just do the circle and make the little dot go as far away as possible
I've tried everything with the strafing/bombing runs and found that sometimes, the planes are 100 literally 3 screens away and don't do anything. You can see their "view" from the minimap as they fly over and there have been times they never came near the original point I marked them at nor near where I put the final reticle.
Then again, there are times when I use the ability and they go exactly where I want them to. Go figure.
8th Aug 06, 5:43 PM
When I've gone armour, I've tried to get a couple of M10s out promptly. Axis can only really have stugs by this point, and the M10s take them out in no time. Shermans are a later priority in my view. Between fights use the auto repair power thingy if needed. When the Panzers and Panthers hit the field you should have a few Shermans and M10s, and if you're lucky a Pershing. Flank with the M10s while distracting with the proper tanks, and you should win through numbers.
AT guns are the real worry here I find.
9th Aug 06, 1:31 AM
I've tried everything with the strafing/bombing runs and found that sometimes, the planes are 100 literally 3 screens away and don't do anything.
Possibly a result of dodgy pilots and not knowing exacly where to attack hehe.
One thing I think would be excellent and balance the airpower doctrine out a little would be for paratroppers to 'miss drop' occasionally and land maybe 1-2 screens away in a random direction of their drop, as this seemed to be a common occurance during the war.
9th Aug 06, 1:31 AM
ive never really got on with Armor especially considering the pershing is totally pants...
2 friends of mine were messing around last night and came to the conclusion that pershings are pants... 1 v 1 a panzer nearly took down a pershing... which is ridiculous really...
Airborne are ace...
paratroopers, supply drops, air recon and bombing runs.... all good fun... especially if you bombing run down a road where his tanks are..... ahhh but yes i have noticed sometimes the bombing run/straffing run will be totally out but i have also noticed this with artillery sometimes as well...
infantry are my personally preferance due to rangers and artillery..
rangers enmass with some tanks make a formiddable force on the battlefield.... tearing armor and infantry apart...
9th Aug 06, 7:05 AM
Not moments ago I took out two M10s with a single Stug while retaining about 1/6 of its health... Then i proceeded to take a few bricks out of his main base. Face it, allied armor bites.
M10s feel like CoH's tribute to fire prisms. They have a tendency to charge right into the unit you command them to fire upon. I notice this while playing the allies myself, and against them. It's probably what gave me the victory in my recent 2on1.
Ive used Allied armour and managed to smash Axis armour, i think its all to do with Micro. If you just let the M10's march straight up then you know what'll happen but if you micro and plan well, the Germans can get smashed up pretty well.
9th Aug 06, 7:54 AM
if the guy with the m10s didnt micro well its no wonder he lost... m10s have some of the weakest armor going for a tank... 1 m10 should have gone behind you while the other pounded your front or flank....
your tank would have been down in no time if played correctly
9th Aug 06, 8:36 AM
Some tanks do seem to charge right in for no reason, while others will stop and fire from the limit of their range. This seems to be connected to whether or not the target tank goes into the fog of war or not.
But yes. He who micros better wins the tank battle.
9th Aug 06, 11:00 AM
both the defense and airborne lack a "finishing blow" when compared to the other tech tree
infantry have howizter that can fire across the map
armor have pershing, the calliop (rocket sherman) and the allied war machine to make zerg rush outdated
terror have arty, v1, and the ever awesome ace tiger
blitz have tigers and stormstrooper
defense are slighty better off with their 88s but still...
9th Aug 06, 12:27 PM
yer defence are quite weak, i think they need better abilities sinse 88 seems only decent one.
Stormtroopers suck. For 400 you get 4 Stormtroopers that can stealth and have to walk all the way over to the battlefield. To upgrade them with Panzerschrekz costs 75 munitions each.
For 400, the allies get 6 Rangers, 2 of which already have bazookas
go figure :Pint:
9th Aug 06, 2:06 PM
The stormtroopers bundled grenade is absolutely amazing. Use it.
Was not that impressed
And anyway i would rather get the Grenadiers which are 100 cheaper than Stormers :vikingb:
9th Aug 06, 3:22 PM
if you're not impressed by it, you've never had to fight someone using it. :P
9th Aug 06, 6:42 PM
Being able to reinforce near your defensive bunkers is an awesome ability if used right.
And yeah, cloaked stormies taking points while cloaked is a bit nasty...
9th Aug 06, 6:46 PM
Stormies can do that? Nice, my respect for them just went up a bit.
Course, it's kinda like flashing a beacon saying "here we are! SHOOT US!"
10th Aug 06, 1:46 AM
id rather have stormies over rangers anyday just for there stealth ability....
you can line them up along a road and have them pound a tank to shit before they even know what the hell is going on... awesome for ambushes...
its the one things i miss on my rangers is not having a stealth ability..
there bundle grenade explosion is just insane.... its funny as hell though lol but a sniper can survive the bundle grenade thing going off on his head.. so thats a tad stupid..
but i thought they had removed the ability to capture points while cloaked? i know they did on the snipers... they have to come out of hiding to capture points now
10th Aug 06, 4:14 AM
It must have been in one of the last two patches then, because I was watching mine decapping and capping while cloaked, all the time thinking "Cool".
10th Aug 06, 4:55 AM
I haven't played much Allies 1v1, but I have played them in 2v2 and 3v3 games. So far, I've found Infantry to be a very very potent doctrine for these games.
For one point you get the ability to build field defenses with riflemen, very useful in the opening stages.
For 3 points (cumulative) you get the arty strike costing 200 ammo. The price isn't cheap but it is extremely useful in the early parts of the game.
For 5 points (cumulative) you get howitzers. If your mates(s) can support you while you save up the manpower to buy one of these babies it is well worth it. It costs nothing to fire once built and does massive damage to buildings, armour and troops. :whip:
With a howitzers help you should be able to break any entrenchments the krauts have built. (this happens alot in the games I'm in, we're on back foot or in stalemate, get howitzers, start winning). As you gain more momentum you will have the resources for more and more howitzers, it's the gift that keeps on giving!
I'm undecided whether they need toning down or not.
10th Aug 06, 7:17 AM
Counter-battery fire from upgraded halftracks, offmap artillery, or v1 strikes deal very well with howitzers in my experiance. Thats not to say they're a serious pain in the ass to deal with, but there are lots of available counters to get rid of them.
If all else fails drive a panzer down their throat, that will make them shut up.
10th Aug 06, 10:29 AM
maybe you should remove the abilities to fire howitzer into fogs of war?
considering we already know where the enemy main base is, all you really have to do is build a howitzer and fire into their panzer command without even getting close to the base.
10th Aug 06, 10:34 AM
On Semois, the Howitzer can become the "I win" button. The only way people can get me to stop firing it at their base is to attack me, thereby forcing me to reprioritize. Once their attack is taken care of, I wait for it to recharge and fire at their base again. Having three or so is enough to have it almost constantly hitting the ground.
It seems OP because no one has been able to counter it. To be fair, I already had great map control, so I don't know if that's very accurate. Maybe if an Axis player gave me a more serious challenge and pushed toward my base, I'd either not get one or never have the chance to use it on THEIR base, and it would be more balanced.
10th Aug 06, 11:25 AM
Yeah Starfisher, I had a bad experiance along those lines. I had map control and all the VP but the far right. But he built howitzers there, slammed my HQ with them, and slowly took the rest of the map away.
The solution, like you said, is to attack the allied HQ, which I do every game now. Mortars can clear out the bunker covering the bridge easily if you don't have any armor yet, and after that you can simply move in with HMG squads along the walls and slowly take out the HQ. On larger maps this can't be done, but then again the howitzers can't shoot over the entire map on those. On Semois just by being agressive you can usually keep the allies from getting howitzers, and if they do again you have several artillery options that you can use as a counter-battery force which at least forces them to fire that those units and not your HQ building.
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