The other thing to consider is early bunkers when you manpower rate is high, given that aussie lights and engies can build 250 manpower mgs with no pop or muni cost to shutdown chokes early with some smart capping orders.
As an actual Aussie I was reading your comment thinking that tightrope's eyelids will be twitching and his nostrils flaring. This is even worse than calling a Canadian an American!
Hi Tightrope, Really good initiative of explaining how the systems of the game work. Considering the free weekend I assume new players will start playing COH3. Single player however doesnt provide clear instructions and proper tutorial for a new player. Would be great to see this kind of video as a series that explains how BG's work, what the counters might be etc. Great job!
Great Video, I drop CoH3 for 4 months. Play a game yesterday and I found a new battlegroup in store for free. I try playing it and it feel very weak, Archer is very nice. We miss TD in Brits but Australian infantry feel like a waste and infantry sections are much more versatile. Thanks for the video, maybe I will play some more CoH3 after it.
Yeah, this video confirms a lot of what we suspected: most of the abilities are kinda useless, but Over-Repair and the Archer are both strong enough to make it a solid group regardless. And emplacements (with the exception of artillery,) seem like a trap in general; certainly not something that makes Hold The Line worth taking, at least...
my build always falls apart midgame so I love seeing videos like these. it gives me a reference on what I should be striving for at certain times of the match.
I appreciate this video! Ultimately this battlegroup that got me back into playing the game. I had been wanting to get back to it, but it was this BG that made it happen. I share many of your sentiments, but I did learn some new things as well. Thanks for the content, I'll keep watching as long as you keep uploading.
You're a treasure! Thorough, well explained and informative! Whats your opinion on the truck ? It seems rather unimpressive, given that it costs the same as a cache and the cache, even on a low yield ressource gives the same amount to 1 player in 10' with less risk attached.
I think it is more of a 1v1 thing to hit certain timings. I found it useful when I was cut off a lot early but still had decent manpower to get the stuart out.
I usually do the bait and switch build order in teams for the battlegroup by not getting the Aussies in the first place, but instead use Infantry Sections. The enemy would think they would need armor to counter my build by making armor, without realizing that I have baited them in walking into an emplaced 17pdr. Where I don't need heavy tanks to counter, because I already have both the 17pdr, and bishops to counter almost everything in long range. It only works if you let the enemy think that you are doing something out of the ordinary. So use wisely.
In my experience playing quite a lot of games with the aussie battlegroup, it is pretty hard to turn down a command stuart + archer combo with overrepair on big 2v2 maps like Day 101 or Campbells convoy, but on smaller more urban maps the creeping barrage is equally powerful, especially against bunker spam. I do think that the Aus infantry relies a little too much on their ability like you say, but im not sure how they could be buffed without making them too oppressive in the early game
To add to this, ive also found a lot of success in 2v2 rushing out 2 humbers and light vehicle training and rushing over repair, the extra health turns humbers into absolute monsters
So the over-repair doesn't degrade over time like it did in CoH1? Because that was kind of annoying. Just waiting for New Zealand elite combined arms mega-force battlegroup now!
could u maybe do pretty much the same video (especially the parts were they fought against different units with vet 3) with the new TTK after the patch?
Thanks for the video, it was genuinely really good and I appreciate the detailed breakdowns. I think personally while the Archer would be good vs Breakthrough and DAK stalling for Tiger you can't really wait until MP40s are revealed for Breakthrough to lock it in as Aussies are usually built at the start. I went back to Indy due to the stronger infantry mid-late game, felt like Aussies just weren't earning their keep and is much more difficult to play compared to the versatility of Infantry Sections.
It’s a nod to the real life Archer TD, that was actually built with the canon facing the back to allow more stability and did drive faster backwards, because the ‘’back’’ was the front of the chassi
Yes, but also no: this test was (I presume very deliberately) presenting worst case scenarios. Note that in each: a) it's a late game encounter where both sides are Vet 3, and a lot of AUS vet bonuses are not direct combat buffs, while for the Germans they tend to be, b) the distance is favourable for the Germans: pgrens up close, breda bers far away etc., c) both sides have all upgrades purchased (except for UK extra training), d) the Axis units are all at full HP (negating Sharpshooter lvl3). The Aussies are a 300 MP light infantry call-in that can enter the map 30 seconds into the game without you having to build anything else. If they could and would beat pgrens (340 MP T2 unit) or even Jaegers (320 MP T2) in a straight-up fight at an unfavourable range, that would have been a balance issue. They *should* lose to late game options if you don't do something clever. In the early game, they beat Grenadiers quite handily and more than hold their own against DAK pgrens. (I'm not sure how a fight with basic Bersaglieri goes, but going by raw DPS the Australians should mop the floor with them.) They just taper off in the midgame, and they probably should. Don't forget they also have A LOT of non-combat utility with the rapid capture/decapture, the ability to build defences, and also instantly killing annoying snipers (rare as they are) for 35 munitions. They are a really good battlegroup ability - just not one that outright decides games most of the time.
UKF Anti-Tank Loiter is so terribly underwhelming 99% of the time as you watch the planes target a patch of dirt where the slow-as-molasses sturmpanzer was half an hour ago, but then 1% of the time it just nukes a Tiger from orbit in conclusion, land of contrasts etc.
Patch 1.9.0: Minimum resources from the CMP supply run increased to 65 fuel/ 110 munitions.
There should be a Canadian Forces BG with Canadian Shock Troops and 75mm M4 Shermans.
Also worth noting vehicle over repair can be done to friendly vehicles as well as your own
The other thing to consider is early bunkers when you manpower rate is high, given that aussie lights and engies can build 250 manpower mgs with no pop or muni cost to shutdown chokes early with some smart capping orders.
Must be fun for tightrope to get some australian representation in CoH3 as tightrope is australian (from australia)
*New Zealand.
Your comment hurts my soul with how incorrect it is
I feel like this is a bait comment
@@tightropegaming (a comment that is bait)
As an actual Aussie I was reading your comment thinking that tightrope's eyelids will be twitching and his nostrils flaring. This is even worse than calling a Canadian an American!
love those guide videos, hope can see more battlegroup tutorial like Armored Support Battlegroup from DAK etc.
Hi Tightrope, Really good initiative of explaining how the systems of the game work. Considering the free weekend I assume new players will start playing COH3. Single player however doesnt provide clear instructions and proper tutorial for a new player. Would be great to see this kind of video as a series that explains how BG's work, what the counters might be etc.
Great job!
Great Video, I drop CoH3 for 4 months. Play a game yesterday and I found a new battlegroup in store for free. I try playing it and it feel very weak, Archer is very nice. We miss TD in Brits but Australian infantry feel like a waste and infantry sections are much more versatile. Thanks for the video, maybe I will play some more CoH3 after it.
Would be interesting to have a Māori (Kiwi) Battalion seeing as though they fought in Italy. The ANZAC connection would be great fun.
Yeah, this video confirms a lot of what we suspected: most of the abilities are kinda useless, but Over-Repair and the Archer are both strong enough to make it a solid group regardless.
And emplacements (with the exception of artillery,) seem like a trap in general; certainly not something that makes Hold The Line worth taking, at least...
tbh i would never pick creeping over archer too ez to dodge and ovepriced like the typhoon at loiter
Absolutely, some slight buffs to areas of the group would help a great deal but not make it OP
my build always falls apart midgame so I love seeing videos like these. it gives me a reference on what I should be striving for at certain times of the match.
Id like to see a video like this for each battlegroup. Super informative!
Thank you for the breakdown, tightrope!
We need more of these, nice work
I appreciate this video! Ultimately this battlegroup that got me back into playing the game. I had been wanting to get back to it, but it was this BG that made it happen. I share many of your sentiments, but I did learn some new things as well. Thanks for the content, I'll keep watching as long as you keep uploading.
You're a treasure! Thorough, well explained and informative! Whats your opinion on the truck ? It seems rather unimpressive, given that it costs the same as a cache and the cache, even on a low yield ressource gives the same amount to 1 player in 10' with less risk attached.
I think it is more of a 1v1 thing to hit certain timings. I found it useful when I was cut off a lot early but still had decent manpower to get the stuart out.
very nice video! pls do this for all battlegroups
They should give you a really good playment job in Relic
Thanks for the upload sir
I usually do the bait and switch build order in teams for the battlegroup by not getting the Aussies in the first place, but instead use Infantry Sections. The enemy would think they would need armor to counter my build by making armor, without realizing that I have baited them in walking into an emplaced 17pdr. Where I don't need heavy tanks to counter, because I already have both the 17pdr, and bishops to counter almost everything in long range. It only works if you let the enemy think that you are doing something out of the ordinary. So use wisely.
In my experience playing quite a lot of games with the aussie battlegroup, it is pretty hard to turn down a command stuart + archer combo with overrepair on big 2v2 maps like Day 101 or Campbells convoy, but on smaller more urban maps the creeping barrage is equally powerful, especially against bunker spam. I do think that the Aus infantry relies a little too much on their ability like you say, but im not sure how they could be buffed without making them too oppressive in the early game
To add to this, ive also found a lot of success in 2v2 rushing out 2 humbers and light vehicle training and rushing over repair, the extra health turns humbers into absolute monsters
So the over-repair doesn't degrade over time like it did in CoH1? Because that was kind of annoying.
Just waiting for New Zealand elite combined arms mega-force battlegroup now!
No, it doesn't degrade. And as a bonus you can over-repair your allies' tanks even if there not Brits.
could you also do this for the Italian Costal Battlegroup as well? I like to play them a lot, but sadly there aren't many videos on them
Other bg's build orders, both in team games and 1v1's and 2v2's
could u maybe do pretty much the same video (especially the parts were they fought against different units with vet 3) with the new TTK after the patch?
I would've never guessed the 17 pounder emplacement is functionally the same as the German 88mm
My favorite Australian youtuber 🥰♥️
Not funny
Love this video. I hope you make more!
Thanks for the video, it was genuinely really good and I appreciate the detailed breakdowns.
I think personally while the Archer would be good vs Breakthrough and DAK stalling for Tiger you can't really wait until MP40s are revealed for Breakthrough to lock it in as Aussies are usually built at the start.
I went back to Indy due to the stronger infantry mid-late game, felt like Aussies just weren't earning their keep and is much more difficult to play compared to the versatility of Infantry Sections.
Archer + Crusader is a good combo. The Crusader can chase the damaged enemy tanks
My burning question is - can sharpshooter target the pilot of incoming loiter airstrikes? 😁
Great video tightrope!
I didn’t even know they capture faster let alone the fact I can specifically target models in a unit.
Worth noting you can make Tommy's with AT rifles, they help in that mid game lull for the brits
I tried it but it didn't feel good with this battlegroup
This is so helpful!
I wonder if that Archer reverse behavior was intentional? Makes for a good hit and run sort of unit
It’s a nod to the real life Archer TD, that was actually built with the canon facing the back to allow more stability and did drive faster backwards, because the ‘’back’’ was the front of the chassi
@@legendairenic6247 Interesting... that's a cool detail
these are amazing vids please do for all units and factions please
My god. I didnt realize the desert rats were that rubbish against every other matchup the axis had
They are good early but late game they really need the sharpshooter.
Yes, but also no: this test was (I presume very deliberately) presenting worst case scenarios. Note that in each:
a) it's a late game encounter where both sides are Vet 3, and a lot of AUS vet bonuses are not direct combat buffs, while for the Germans they tend to be,
b) the distance is favourable for the Germans: pgrens up close, breda bers far away etc.,
c) both sides have all upgrades purchased (except for UK extra training),
d) the Axis units are all at full HP (negating Sharpshooter lvl3).
The Aussies are a 300 MP light infantry call-in that can enter the map 30 seconds into the game without you having to build anything else. If they could and would beat pgrens (340 MP T2 unit) or even Jaegers (320 MP T2) in a straight-up fight at an unfavourable range, that would have been a balance issue. They *should* lose to late game options if you don't do something clever.
In the early game, they beat Grenadiers quite handily and more than hold their own against DAK pgrens. (I'm not sure how a fight with basic Bersaglieri goes, but going by raw DPS the Australians should mop the floor with them.) They just taper off in the midgame, and they probably should. Don't forget they also have A LOT of non-combat utility with the rapid capture/decapture, the ability to build defences, and also instantly killing annoying snipers (rare as they are) for 35 munitions. They are a really good battlegroup ability - just not one that outright decides games most of the time.
Idk. In 2v2 i can like there is no way i can't pick anti-tank loiter. Tank spam so strong
UKF Anti-Tank Loiter is so terribly underwhelming 99% of the time as you watch the planes target a patch of dirt where the slow-as-molasses sturmpanzer was half an hour ago, but then 1% of the time it just nukes a Tiger from orbit
in conclusion, land of contrasts etc.
Hope can have new dak
Ahoy again eh? 🤔
No Tightroupe. I'm feeling some "bias buff begging" from your Australianism
Seems like you somehow didn't see any of the other comments mistakenly calling me an Australian