People who still contest how OP this is, wait until you play a 4 stack of wehrmacht who insta drop Falschpios on each VP and build a Flak 20mm at 3 minutes on each point. They have a triple cap instantly and you aren't getting anything out in time that can deal with it
Dude easy counter is send royal engineers on point with mg or even infantry squad .. it takes a minute to get 25 fuel and another minute to actually build it + sturmpioneers are very vulnerable when building anything
@@xoresgaminghub5412 2 Falschpios in green cover will hold off a Infantry Section and Royal Engineer. There is no 'easy' counter. They are also obviously not going to build it in range of your squads if they have a brain and they can build it so quick. The AA gun also has insane range.
@@oreroundpvp896 He is right, if you know where they are you just get there when they start building it and kill them instantly. They die like flies when building:)
Finally, somebody bring this to the community's attention. It is almost impossible to win if your enemy has even a little bit of competency. Even if you can get past the mid-game, the bonus resources from kettenkrad will make sure that they will get their tanks around the same time as you.
A singular jeep/dingo/weasel with an MG will easily kill a kettenkrad. Catch him off guard and then we he tries to run away chase him and the machine gun will burst him down and bam they just wasted 25 munis no skill required
@@bro3217 I agree that's a good counter, but for 25 muni for +3 fuel per point without needing to spend mp on cache is hella worth it. Combine with part of the map being locked down until you can counter the flak, for how cheap the flak is right now that doesn't feel fair. Just using it to decap and run away is super annoying, it's not fun fighting the Luftwaffe battlegroup.
@@clementine6758 The biggest thing with the ketten's cost-benefit and not being easily punishable is the start-of-game timing. If it just costed 30 munitions instead of the breakpoint 25 it would have to wait until a munitions point has already been captured, which doesn't sound like much but that extra minute or so it gives the Allies more time to take the map aggressively or at least copy what they're doing with a Weasel (whose gun does cost 30 munitions on top of being a call-in and needing to risk itself in combat often more than once just to get its bonus). I haven't tested it, but I wouldn't be surprised if right now the ketten could cap its first point before an Allied player's first squad even could run unimpeded across the map in time to stop it. This is of course all speaking in the future where the early game's not being defined by emplacement rushing.
Pick a countering doctrine with invendiary munitions instead of instapicking one in the start of game would crush this cheesy flak emplacement. This worked fairly good against brits on coh2 with their Bofors, thou they could also make it invonorable :o
If you go Air and Sea as British the Incendiary Bomb plus Naval Bombardment destroys these emplacements but costs a lot of munitions. Give your infantry sections recon upgrades to get flares too
Well mines a little different, I go full WW1 but usually I try to rush towards getting fallstirm Jäeger and then get the Stuka loiter to ruin enemy pushes
The real problem is that, even since the first Game, immediately after launch there's always community uproar about "muh axis too stronk" and then relic rolls out nerf after nerf until they've way over corrected and by the time the game is unsupported axis is at an outright disadvantage. This has happened every time but people have short memories. Fellow axis players will know exactly what I'm talking about.
@GreyshotProductions agreed, emplacements should be destroyable that's obviously unintended. BUT, I'm calling it right now, they're gonna go way overboard. They're gonna raise the resource cost for all of this to the point where it's not worth building even outside this strategy and they're gonna make fall-pies cost CP.
Appreciate the visibility on this. It's rewarding when you get a chance to beat this strat, but seeing it game after game is a bit much. Any thoughts on how this can be fixed? Do you think the health adjustment on the emplacement to go with the crew will be enough?
In my opinion the pioneers should be level 1 CP and not level 2. It’s bs they can insta drop and cap vps especially when tickets deplete so fast. The emplacement should also not be able to self spot, deal less damage to light vehicles, be more vulnerable to call ins, and not be reinforced by medic trucks.
The way to fix it is make it so the emplacement doesn’t fully repair when it gets decrewed. That is the big reason it’s so strong because you never can wear it down through artillery or anything. You either Cree it yourself or nuke it and blow it up in one go there is not other option and it’s very difficult to handle.
@@rustyshackleford1011 Personally I really like the concept of an early game forward deployement unit. I think that part should stay. I think a better fix would be to move the current 0 CP AA gun to where its bigger brother is and rename it into something like "Forward Defences" or whatever.
Am I the only one who finds this extremely easy to deal with as Americans. 99% of the time I’m able to steal them outright in the enemy’s face with a simple smoke and paratrooper satchel. I’d love if greyshot could give an example as to how the wher player could counter this. Guessing with ground fire through smoke isn’t going to suppress enough of my forces to stop me from stealing it once I decrew it.
I also found a bug yesterday, I was playing as the Afrikakorps and I built the elite infantry Gustatori, my opponent built two medium self-propelled artillery from the British, so I used the infantry and tried to place an explosive charge at the base of the vehicle, but as soon as I tried to plant the charge with in the radius of the vehicle, the vehicle exploded, and I did not lose any munitions. When I tried it against a heavy tank, it did the full damage, but I lost my infantry. So basically, if you have those troops and you run up to a medium sized vehicle and try to plant the charge right within its Circle, it will just instantly explode and you will not lose any munitions or take damage from the explosion unless the vehicle shoots you.
Currently the only way i found to counter this is the artillery from Indian artillery, it is insanely accurate and deal a lot of damage against clump up target and come relatively quick (5cp), it will quickly turn the emplacement to a black hole that suck all your enemy manpower . Other than that bishop is also a pretty solid counter but the damage is lower than the big arty thus it can't constantly decrew the emplacement.
Heh, just use smoke grenade and force other units to back off. Some flamer should be enough to take it down with atack ground. Anyway... It should be possible to build only after veteran rank and no atack ground. Dingo artilery kills it in one strike. In my opinion it should have half health or 3/5 after first crew death.
dude you cant beat that thing with 4 mortars. Trust me ive tried. They just all setup early at a point and just defend. Only counter is luck that your late game airborn air strike kills allot of units in one go
i love and hate this game at the same time, campaign is so much fun but i cant play this game for 5 min without some bug, exploit or something else stupid hitting me in the face.
This isn't over powered, you can't build it before the enemy gets to you, and they can crew it after they de crew it from you and then your whole line crumbles,
Played British since the release and all of the games were close and hard fought. Played as Germans yesterday and I finished all games with 400+ vp left. Stupidly op but also pretty boring imo
Coh 2 was kinda broken because of that. A lot of commanders with a lot of abilities=hard to balance. But i agree it had a lot of variety in it... I hated arty overload in late game tho...
Commander system in coh 2 was bad. It was very limited with 5 slots, and a lot of them weren't actually useful. Battlegroups offer much bigger choice and there will be more of them. I am saying this as someone who also isn't really pleased with the current state of CoH3, but believe me - battlegroups isn't the problem.
This is our revenge against the brit simcity in coh2
People who still contest how OP this is, wait until you play a 4 stack of wehrmacht who insta drop Falschpios on each VP and build a Flak 20mm at 3 minutes on each point. They have a triple cap instantly and you aren't getting anything out in time that can deal with it
Brit coping
Dude easy counter is send royal engineers on point with mg or even infantry squad .. it takes a minute to get 25 fuel and another minute to actually build it + sturmpioneers are very vulnerable when building anything
@@xoresgaminghub5412 2 Falschpios in green cover will hold off a Infantry Section and Royal Engineer. There is no 'easy' counter.
They are also obviously not going to build it in range of your squads if they have a brain and they can build it so quick. The AA gun also has insane range.
@@oreroundpvp896 sure but then they cant build , ive been countered myself like that and even i countered other ppl like that
@@oreroundpvp896 He is right, if you know where they are you just get there when they start building it and kill them instantly. They die like flies when building:)
Finally, somebody bring this to the community's attention. It is almost impossible to win if your enemy has even a little bit of competency. Even if you can get past the mid-game, the bonus resources from kettenkrad will make sure that they will get their tanks around the same time as you.
A singular jeep/dingo/weasel with an MG will easily kill a kettenkrad. Catch him off guard and then we he tries to run away chase him and the machine gun will burst him down and bam they just wasted 25 munis no skill required
@@bro3217 I agree that's a good counter, but for 25 muni for +3 fuel per point without needing to spend mp on cache is hella worth it. Combine with part of the map being locked down until you can counter the flak, for how cheap the flak is right now that doesn't feel fair. Just using it to decap and run away is super annoying, it's not fun fighting the Luftwaffe battlegroup.
@@clementine6758 The biggest thing with the ketten's cost-benefit and not being easily punishable is the start-of-game timing. If it just costed 30 munitions instead of the breakpoint 25 it would have to wait until a munitions point has already been captured, which doesn't sound like much but that extra minute or so it gives the Allies more time to take the map aggressively or at least copy what they're doing with a Weasel (whose gun does cost 30 munitions on top of being a call-in and needing to risk itself in combat often more than once just to get its bonus). I haven't tested it, but I wouldn't be surprised if right now the ketten could cap its first point before an Allied player's first squad even could run unimpeded across the map in time to stop it.
This is of course all speaking in the future where the early game's not being defined by emplacement rushing.
Pick a countering doctrine with invendiary munitions instead of instapicking one in the start of game would crush this cheesy flak emplacement. This worked fairly good against brits on coh2 with their Bofors, thou they could also make it invonorable :o
If you go Air and Sea as British the Incendiary Bomb plus Naval Bombardment destroys these emplacements but costs a lot of munitions. Give your infantry sections recon upgrades to get flares too
played about 10 matches tonight, 1v1, and about 7 of them were using this strategy against me. Counter - lots of smoke and shermans.
Exactly nobody ever thinks about smoke for some reason
@@ThyKruzader That's because this guide is pretty crap and Rob hasn't played against the true form of Luftwaffe cheese.
@@SteinerNein Absolutely true. This cheese strat is fucking cancer if played correctly.
Curious on why you used satchels to decrew the AA emplacement? Would it not be better just to repair it to allow it to gain veterancy?
Wanted to get them back to 100% health in the shortest amount of time possible.
@@TylerJ954 Very smart play
What about the early/mid armour tho? If you rush T3 you don't get Jaegers and any decent US tanks will fuck you up... ?
Well mines a little different, I go full WW1 but usually I try to rush towards getting fallstirm Jäeger and then get the Stuka loiter to ruin enemy pushes
The real problem is that, even since the first Game, immediately after launch there's always community uproar about "muh axis too stronk" and then relic rolls out nerf after nerf until they've way over corrected and by the time the game is unsupported axis is at an outright disadvantage. This has happened every time but people have short memories. Fellow axis players will know exactly what I'm talking about.
But the emplacement system does need changed instead of reverting health every time it is decrewed.
@GreyshotProductions agreed, emplacements should be destroyable that's obviously unintended. BUT, I'm calling it right now, they're gonna go way overboard. They're gonna raise the resource cost for all of this to the point where it's not worth building even outside this strategy and they're gonna make fall-pies cost CP.
@@relaxbudday wehraboos already crying
@@matthiasu2471 okay 😂 just get the developers to handicap one faction so you can win.
Was it not The same with brits on coh2? They couldnt paradrop but they could instlock an area and make it immortal to nukes for 30 second or something
Appreciate the visibility on this. It's rewarding when you get a chance to beat this strat, but seeing it game after game is a bit much. Any thoughts on how this can be fixed? Do you think the health adjustment on the emplacement to go with the crew will be enough?
In my opinion the pioneers should be level 1 CP and not level 2. It’s bs they can insta drop and cap vps especially when tickets deplete so fast. The emplacement should also not be able to self spot, deal less damage to light vehicles, be more vulnerable to call ins, and not be reinforced by medic trucks.
The way to fix it is make it so the emplacement doesn’t fully repair when it gets decrewed. That is the big reason it’s so strong because you never can wear it down through artillery or anything. You either Cree it yourself or nuke it and blow it up in one go there is not other option and it’s very difficult to handle.
Make it available only after veteran rank on a unit and have no atack ground or only half health after its crew is dead.
Quick fix is too have emplacement take damage to, especially if it is blown up or bombarded, it should be destroyed, not just decrewed.
@@rustyshackleford1011 Personally I really like the concept of an early game forward deployement unit. I think that part should stay. I think a better fix would be to move the current 0 CP AA gun to where its bigger brother is and rename it into something like "Forward Defences" or whatever.
this opening is actual cancer to fight against
The quicker we bring it to the communities attention, the faster it gets fixed.
@@GreyshotProductions oh, I agree 100%, wasn't blaming you haha hate the sin, not the sinner
i counter it with double anti tank british infantry kills it fast and you can then take it for yourself
Am I the only one who finds this extremely easy to deal with as Americans. 99% of the time I’m able to steal them outright in the enemy’s face with a simple smoke and paratrooper satchel. I’d love if greyshot could give an example as to how the wher player could counter this. Guessing with ground fire through smoke isn’t going to suppress enough of my forces to stop me from stealing it once I decrew it.
Sounds to me that you are probably pretty skilled. You can just look at the top 500 winrates, it definitely is a problem.
I also found a bug yesterday, I was playing as the Afrikakorps and I built the elite infantry Gustatori, my opponent built two medium self-propelled artillery from the British, so I used the infantry and tried to place an explosive charge at the base of the vehicle, but as soon as I tried to plant the charge with in the radius of the vehicle, the vehicle exploded, and I did not lose any munitions. When I tried it against a heavy tank, it did the full damage, but I lost my infantry.
So basically, if you have those troops and you run up to a medium sized vehicle and try to plant the charge right within its Circle, it will just instantly explode and you will not lose any munitions or take damage from the explosion unless the vehicle shoots you.
Maybe put a cooldown on recrew weapon squad truck ability or make it cost something. Perhaps also bring back separate hp bar for the gun hmm..
Currently the only way i found to counter this is the artillery from Indian artillery, it is insanely accurate and deal a lot of damage against clump up target and come relatively quick (5cp), it will quickly turn the emplacement to a black hole that suck all your enemy manpower . Other than that bishop is also a pretty solid counter but the damage is lower than the big arty thus it can't constantly decrew the emplacement.
As of today, this isn't working in my experience. The emplacements are now damaged by fire and can be fully destroyed.
Just got fixed.
Prioritize Killing the medical truck. Decrew the emplacement, and take it for yourself :)
Heh, just use smoke grenade and force other units to back off. Some flamer should be enough to take it down with atack ground.
Anyway... It should be possible to build only after veteran rank and no atack ground.
Dingo artilery kills it in one strike.
In my opinion it should have half health or 3/5 after first crew death.
Soooooo even in coh3 axis is broken? great....
dude you cant beat that thing with 4 mortars. Trust me ive tried. They just all setup early at a point and just defend. Only counter is luck that your late game airborn air strike kills allot of units in one go
So we can't destroy cannons witch demo charges. This is so broken!!!
i love and hate this game at the same time, campaign is so much fun but i cant play this game for 5 min without some bug, exploit or something else stupid hitting me in the face.
This is just oversight. No way it was intended
Theres quite a few oversights in the game. Even stuff is still as it was, that was broken in alphas and given feedback about.
Nice joke Morta. The flak got 600hp each morta does 25 dmg. This is a joke and is faster repaired then everything else
fallshmir pio need cost 1 cp
This battlegroup changed.Not accured right now
This isn't over powered, you can't build it before the enemy gets to you, and they can crew it after they de crew it from you and then your whole line crumbles,
Played British since the release and all of the games were close and hard fought. Played as Germans yesterday and I finished all games with 400+ vp left. Stupidly op but also pretty boring imo
check your meta video i commented this on there :)
You did good call out.
also please note, its so cheap to fuckin build
Fair point
cancer
I feel like the game could had been better if they stay with commanders
Coh 2 was kinda broken because of that. A lot of commanders with a lot of abilities=hard to balance. But i agree it had a lot of variety in it... I hated arty overload in late game tho...
@@GhilliedMarauderGameplay plus this is remastered of coh1 that how it feel tbh
Commander system in coh 2 was bad. It was very limited with 5 slots, and a lot of them weren't actually useful. Battlegroups offer much bigger choice and there will be more of them. I am saying this as someone who also isn't really pleased with the current state of CoH3, but believe me - battlegroups isn't the problem.
@@LuzikArbuzik77 idk to me the game feel to cartoon idk maybe the way they did the graphics, but I feel like am playing dawn of war 3 again
@@TheHellsing300 because community wanted it... so they merged 2 games
Patched