Company of Heroes 2

Company of Heroes 2

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soviet forward hq
i ocasionally play with and aganist it in team games and i think its broken. something needs to be done about this. this is the only thing that pissed me off so much that i had to complain about it.

make it such that you have to secure the damn territory before you get it and make it recapturable like in coh1 ffs
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Showing 1-15 of 41 comments
Moltar Apr 5, 2015 @ 10:01pm 
If you're playing OKW, ambush tactics will annihilate forward HQs in standard durability buildings. Unfortunately it take 3 command points to unlock it and usually by then the forward HQ has done its job and you have been utterly dominated early game.
Originally posted by Panzer Elite:
If you're playing OKW, ambush tactics will annihilate forward HQs in standard durability buildings. Unfortunately it take 3 command points to unlock it and usually by then the forward HQ has done its job and you have been utterly dominated early game.
like the one next to the vp in lienne forest

the train station building between 2 vps in ettelbruck station

huge building near the right fuel point in city 17

i dont think those can be killed with an infiltration grenade assault, and i was wehrmacht too i tried mortars but got overwhelmed, there were snipers supporting too. do i really have to be okw and get mechanized regiment hq to put a stuka on it.



Last edited by i guess it's different for me (b; Apr 5, 2015 @ 10:22pm
Hikuran Apr 5, 2015 @ 10:22pm 
Before patch,OKW sWs can ramm the building, no longer
Moltar Apr 5, 2015 @ 10:36pm 
Originally posted by burak:
Originally posted by Panzer Elite:
If you're playing OKW, ambush tactics will annihilate forward HQs in standard durability buildings. Unfortunately it take 3 command points to unlock it and usually by then the forward HQ has done its job and you have been utterly dominated early game.
like the one next to the vp in lienne forest

the train station building between 2 vps in ettelbruck station

huge building near the right fuel point in city 17

i dont think those can be killed with an infiltration grenade assault, and i was wehrmacht too i tried mortars but got overwhelmed, there were snipers supporting too. do i really have to be okw and get mechanized regiment hq to put a stuka on it.

yeah soviets have an obvious advantage on urban maps. The fact that Axis are incredibly limited on flame weapons and explosives like a demo charge have always been a major imbalance in this game IMO. Combine it with maxims, whos rapid deployment makes them ideal for garrrisons, and 120mm mortars, which can not only keep enemies from garrisoning buildings, but also can counter enemy mortars trying to destroy garrisoned buildings, and the soviets come out as the vastly superior faction if the level has buildings on it. I remember road to kharkov used to have that one building by south spawn, but it was removed because you could simply put a maxim in it and reign hell on enemies in their base from that position.
Last edited by Moltar; Apr 5, 2015 @ 10:36pm
Originally posted by Panzer Elite:
Originally posted by burak:
like the one next to the vp in lienne forest

the train station building between 2 vps in ettelbruck station

huge building near the right fuel point in city 17

i dont think those can be killed with an infiltration grenade assault, and i was wehrmacht too i tried mortars but got overwhelmed, there were snipers supporting too. do i really have to be okw and get mechanized regiment hq to put a stuka on it.

yeah soviets have an obvious advantage on urban maps. The fact that Axis are incredibly limited on flame weapons and explosives like a demo charge have always been a major imbalance in this game IMO. Combine it with maxims, whos rapid deployment makes them ideal for garrrisons, and 120mm mortars, which can not only keep enemies from garrisoning buildings, but also can counter enemy mortars trying to destroy garrisoned buildings, and the soviets come out as the vastly superior faction if the level has buildings on it. I remember road to kharkov used to have that one building by south spawn, but it was removed because you could simply put a maxim in it and reign hell on enemies in their base from that position.

its not just that though, at least there is stuff you can do about the maxims. i always get overwhelmed by this especially with 2 players defending it. either me or some teammate. the bonus that they recieve is ridiculous and they can put sandbags down to make it even better and deny you a significant portion of the map. its so cheesy
Jimmy Russell Apr 6, 2015 @ 1:04am 
L2P

Originally posted by burak:
i ocasionally play with and aganist it in team games and i think its broken. something needs to be done about this. this is the only thing that pissed me off so much that i had to complain about it.

make it such that you have to secure the damn territory before you get it and make it recapturable like in coh1 ffs
horraizer Apr 6, 2015 @ 1:11am 
Lol, use mortars, paks, etc. When soviet use it in 2x2, you should just survive till heavy tanks. It's easy yo counter hq, but it's the only thing when germans should adapt to the soviet's game. If you can't - you'll lose
Maschinengewehr Apr 6, 2015 @ 1:21am 
Yeah an early mortar or two hammering the FHQ really helps. If you have Spearhead the mortar HT is really good too. It cant be counter-barraged by mortars and the incendiary shells will just kill infantry and burn the FHQ down.

Remember that the FHQ is quite expensive (60 fuel and ??? MP). Its the only decent thing in a rather lucklustre doctrine.
nemO Apr 6, 2015 @ 1:22am 
Originally posted by Maschinengewehr:
Yeah an early mortar or two hammering the FHQ really helps. If you have Spearhead the mortar HT is really good too. It cant be counter-barraged by mortars and the incendiary shells will just kill infantry and burn the FHQ down.

Remember that the FHQ is quite expensive (60 fuel and ??? MP). Its the only decent thing in a rather lucklustre doctrine.

This.
Cryme Tyme Apr 6, 2015 @ 3:28am 
i have that commander and played against it myself, it is a gamble for the player to set it up, but if supported by his team, it can be a game changer.

how to counter it: send the 1st pio to the building garrison it, then make sure they dont get that building, Mortar halftracks are also a very good counter, but they take 2 pts; mortars are also good, but you need like 3 to be effective barrage on it. pak 40 is too inaccurate on buildings.
Julius Apr 6, 2015 @ 5:44am 
wellp,its as broken as the OKW forward HQ.it can be only set up in a building instead of everywhere,cant be repaired and usually isnt very strong due to the lack of intact or solid buildings on the battlefield.in exchange for that you get an accuracy and defensive bonus.
would be useful if you could switch the accuracy modifier with a retreat piont ability so it mirrors the OKW forward base,but that wouldnt be liked by the axis fanboys.
Norgerat Apr 6, 2015 @ 5:59am 
Oh! came on guys! You cant deny that doctrine is the most pain in the ass for Wehrmacht. The only thing you have to destroy the buildings is the mortar and it takes ages with it.

Im not saying that it must be nerfed, but its overperforming against the Wehrmacht. What i dont understand its why they (Relic) didnt put back again the flamer upgrade for the halftrack at Tier2. That was the best way to handle the garrisoned buildings before the change. Give it back and all is ok.
Last edited by Norgerat; Apr 6, 2015 @ 5:59am
Emjay Apr 6, 2015 @ 6:20am 
Its arguably the worst commander for the soviets.

Its an expensive and wasteful use of resources as its easily blown by mortar, it sits your army in one location and every other ability on the commanders list is just ridiculous. Booby traps are expensive and ive never seen anyone other than myself use it, because its crap. The artillery is standard artillery, thats fine. The AT gun is useless, your better off spamming AT grenades from conscripts.

The Axis however can place bunkers which can heal, reinforce and give suppression and also build a HQ building that again heals, reinforces and acts as a retreat point. Both of these can be repaired and rebuilt over and over.

Its hardly like the Soviets have ANY advantage here, if your getting beat by the HQ your doing something terribly wrong.
RedT3rror Apr 6, 2015 @ 6:21am 
Originally posted by Norgerat:
Oh! came on guys! You cant deny that doctrine is the most pain in the ass for Wehrmacht. The only thing you have to destroy the buildings is the mortar and it takes ages with it.
Mortarhalftrack, Pioneers with Flamethrowers, Grenades from Assaultgrenadiers - many ways to obliterate that HQ easily.
Emjay Apr 6, 2015 @ 6:23am 
Originally posted by Norgerat:
Oh! came on guys! You cant deny that doctrine is the most pain in the ass for Wehrmacht. The only thing you have to destroy the buildings is the mortar and it takes ages with it.

Im not saying that it must be nerfed, but its overperforming against the Wehrmacht. What i dont understand its why they (Relic) didnt put back again the flamer upgrade for the halftrack at Tier2. That was the best way to handle the garrisoned buildings before the change. Give it back and all is ok.

I would be happy to agree with the flamer upgrade if the HQ was repairable and you could pay munitions to plop a maxim in it just like the Wehrmacht bunkers. This is afterall a bunker of sorts.
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Date Posted: Apr 5, 2015 @ 9:49pm
Posts: 41