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Volksgrenadier_72nd

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22nd May 2009

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#1 9 years ago

I'm a defensive player and I seem to be having problems with the new AI. They have superior Manpower garnering ability. (It doesn't matter what faction you're playing anyway, the AIs will get the GOD like powers. ) I just want to get some advice from other players. I am extremely frustrated, I just can't seem to hold them off. Whenever I assault back they just keep on coming. Plus they keep on spamming Caliopes and the like.

My strategy is based on the very sacred FIX'em, FLANK'em, FINISH'em. Move the front lines and cycle repeats. And Yes I mostly use the Defensive Doctrine. I use MGS (They are the pillars of my defense), VolksGrenadiers (to re-crew the weapons), Grenadiers (Panzerschreks and MGs), Flak88s (They are the second foundation of my defense), sometimes Nebelwerfers and I rely on making artificial chokepoints (Barbed Wires, Sandbags, TankTraps.)

But to no avail. At least I kill a lot infantry and tanks. Still not good enough though, I want to win.

- Volksgrenadier_72nd




darththomas

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#2 9 years ago

I do the same thing but you should go a different doctrine and the new AI is really hard. Sorry i could not help you anymore but i'm pretty much the same thing lol




Lethal Dosage

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#3 9 years ago

Perhaps you should try an easier difficulty setting? Generally securing half the map (in a 1vs1), and entrenching and fortifying two choke points (preferably ones you can seal if the enemy fights through, like bridges) works. Flak36's are a waste for fuel and pop though, especially once the line moves forward, 1 or 2 Pak38's do just as well, plus they can camo and more around. The fewer chokepoints you have the more defenses you'll need at the open ones, and never, ever, block off everything, otherwise the enemy AI will just attack random places till their through. Knowing the map your playing well is good for deciding where to build your chokepoints, as well as where to draw the line of defenses. Make the most of the terrain, buildings, and natural impassible objects, and try to secure as much of the map's main fuel points as you can safely. After that, you simply defend your bit and do little pushes after each enemy wave, but fall back before you lose any armour of whole squads. Don't be reckless by trying to take out AT guns with tanks or take out MG's with infantry. Enemy AI always likes to attack in waves, and they almost always throw most of their forces into an attack. Thus by keeping a highly mobile reserve force to attack immediately after their attack, you should be able to push through what defenses the AI built and rush half way to their base before you start to encounter any decent enemy threat, and then it'd usually just be half-repaired tanks or the first infantry to retreat. Resources are key, even when your not (or can't) attacking, try to sneak individual infantry squads into the enemies rear areas to spot points of resistance (groups of AT guns and/or MG bunkers), and to decap fuel and munitions points. Even if you can't have the points' income for yourself, the key is to deny the enemy it, and where possible you should try to keep the enemy from recapping the points by placing mines in areas where the enemy infantry would likely stand to recap a point and by placing sandbags and tank traps around the points, this'll serve to at least distract the enemy, and it'll take them longer to recap the point. Remember though the the main task of these "recon" infantry squads is to look around for concentrations of enemy AT guns which you could drop arty on, and to decap points. To do this successfully your infantry need to avoid the enemy and getting into fights, even if they win initially, the AI will send more to the area, so if your discovered you should do as much damage as you can immediately and retreat before you lose the whole squad. You like playing defensively, and which completely changing your tactics can often help you suceed where you were failing, most players don't want to change their tactics completely, rather staying with what's familiar. At the very least you should take heed of my suggestions above, and above all, observe the 5 main concepts outlined below; 1. Stay mobile. Don't focus on static defenses, use units to defend which can become mobile and still be useful when you go on the offense. 2. Be Agressive. Don't let the enemy have time to regroup of build up forces. If you have time to breath, don't let them rest also. Give them distractions. 3. Deny the enemy resources. Resources are more important than ground, and even if you can't keep the points, don't let the enemy have it. 4. Recon. Know what's waiting for you and don't sacrifice units by rushing into unknown territory. It's better to lose a few men and have to retreat a squad then it is to effictively lose a tank, wether it's destroyed or damaged so badly it has to be pulled back to repair. Caution is key. 5. Use your support. Most doctrines and factions allow you indirect fire or off-map arty support. Build on-map arty as close to the front as possible so it'll be useful as far into the advance as possible. Try not to waste muntions unnecessarily, and if you have some spare manpower, OP some more munitions points, even if their +5... they'll come in handy for the Off-map arty or the occasional infantry ability for knocking out AT guns, etc.




Volksgrenadier_72nd

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#4 9 years ago

I take note of everything you told me. And the reason why I don't play the hard mode, normal and easy is because they're as they said. Hard mode is like Expert. Expert seems like Expert++. (Sigh) Its just the American Ats seem like a bigger threat than their tanks. I end up using Grenadiers (vet 3, equipped with MG, PanzerSchreck) to push back. They're tough as nails but just as i said the AI goes forth and multiplies and fast. Recently I won by accompanying Walking Stukas with Grenadiers bombarding the crap out them. My problems is also (almost always) in wide open fields. No way in hell my tank traps and barbed wires and sandbags could survive. If only Flak88s could walk...

Thanks anyways. I'll try again. BUT! In the scenario I can't win I hope you'll help me again. You're advice is truly appreciated.

BTW do you make maps?




Lethal Dosage

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#5 9 years ago

So long as you keep harrassing the enemy and knock out their At as soon as it appears, you should do alright. You will have to baby-sit your tanks and your infantry though. No, i don't make maps for CoH, i'm damn hopeless at it, i do mod though. RelicNews Forums - [Release] Cross Of Iron mod (v0.98.2 bug-fix patch released!)




Volksgrenadier_72nd

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#6 9 years ago

Aw. Too bad you don't make maps. Well I just have problems with these maps, Farmland and other 1 vs 1 maps. I went and tried to use my mixed infantry tactics. MGs, Volks, BMWs, Mortar. Heh, the comp spammed snipers, ATs and Mortar. I got screwed pretty bad. I getting the feeling defensive orientation is ineffective.

I'll check the Mod.




Guest

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#7 9 years ago

I have found that the more aggressive you are the better it is for you. I know some changes where made with the last patch on that. I once was a defensive player myself, and you are right they will run all over you. Look at hte COH home page and it will tell you the weakness and strengths of each unit. The american infantry has just about become unstopabble with those BAR's, but just do some research you will figure it out. hojikiller.png




Volksgrenadier_72nd

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#8 9 years ago

Aggressive is best, huh? The thing is I do know how to be aggressive. However being a defensive oriented player I just tend to dig in rather than go in. And the mass of Enemy units generated by the AI (patch 2.600) is rather overwhelming (especially the Werhmact and Allies). Being aggressive just seems to kill the units.