Please bear in mind if you are watching this at a later date, the meta is shifting very rapidly as new patches come out so this build may be less optimal in future!
You can get the 4 squads out for less manpower if you do the start like this: - Queue 2 Scout Squads - Send your starting squad to capture - Wait until you hit 160 manpower - Queue 4th scout squad - Tech Pathfinders This has the disadvantage that your first squad only has 3 members instead of 4, but overall saves you 80 manpower. A scout squad costs 160 instead of the pathfinder 200 saving 40/Squad. But you have to reinforce 1 pathfinder /squad for 20 manpower, so we only save 20/Squad x 4 = 80 manpower. This brings out the sniper ~15 seconds earlier
I don't think this does anything. Getting the tech doesn't upgrade currently building units and costs the exact same man power to reinforce as it does to build.
Adjustments to the Build: Sniper before Tech or no Sniper, depending on opponents build: - Thru the game the sniper did little as you were facing cheap 6-man squads - The point of the sniper is to handle mg teams that the pathfinders would have trouble with - The sniper can be bought later to handle heavy squads / support teams Adjustments to Play: Sniper Micro: - If you have a healing center, don't retreat your sniper until it is at half health: -- Cont. to pick off targets until engaged, then kite to pull squads from capping - Do not cap with sniper: -- Not the roll of the sniper; losing its value. -- Easily mis-micro'd and lost to flanking units as it is left unsupported and unwatched Half-Track Micro: - Kite Exclusively: -- Takes damage from small arms, so too squishy for front line -- Faust crit, or double faust, will lose it easily, not to mention the lucky mine
Great video! I can learn alot about when, where, why and how you use units and tactics. Your voice stays on basically an even keel so its not destracting enough to pull your attention away from the lessons but also contains only useful information and not random pondering and ideas.
I'm not sure, but first you should queue production of scouts and right after that upgrade them to pathfinders, this way you can save some manpower, because it's cheaper to reinforce pathfinders with one missing man than produce them directly.
I've come across this strategy as Wehrmacht and really struggled to do anything against it. What do you all see as the best werhmact strategy against this build? Your opponent went breakthrough which I think is the most limited battle group at this time.
Early Jagers into Panzerschrecks, at least 2 squads and then rush Panzer 4s. Your Jagers, P4s should beat Paras, M4s in an equal engagement. Early you can get Grens, maybe a counter sniper and just look for trades to slow the game down. Jager out in time for M16 and your all good.
I've been really enjoying the multiplayer. I think the singleplayer could have been better which is why I haven't covered the Italian campaign yet on the channel.
Honestly, I don’t know why he’s not using machine gun at all what is your opponent even doing? It’s just standard to have a machine gun off to start as Germans unless you killed it or something and I just missed it.
Please bear in mind if you are watching this at a later date, the meta is shifting very rapidly as new patches come out so this build may be less optimal in future!
Yeah they just nerfed the PFs so let’s see if they are still a viable strat
I'm enjoying the COH 3 vids. It would be interesting to see you showcase strategies for every faction.
You can get the 4 squads out for less manpower if you do the start like this:
- Queue 2 Scout Squads
- Send your starting squad to capture
- Wait until you hit 160 manpower
- Queue 4th scout squad
- Tech Pathfinders
This has the disadvantage that your first squad only has 3 members instead of 4, but overall saves you 80 manpower.
A scout squad costs 160 instead of the pathfinder 200 saving 40/Squad. But you have to reinforce 1 pathfinder /squad for 20 manpower, so we only save 20/Squad x 4 = 80 manpower.
This brings out the sniper ~15 seconds earlier
I don't think this does anything. Getting the tech doesn't upgrade currently building units and costs the exact same man power to reinforce as it does to build.
Adjustments to the Build:
Sniper before Tech or no Sniper, depending on opponents build:
- Thru the game the sniper did little as you were facing cheap 6-man squads
- The point of the sniper is to handle mg teams that the pathfinders would have trouble with
- The sniper can be bought later to handle heavy squads / support teams
Adjustments to Play:
Sniper Micro:
- If you have a healing center, don't retreat your sniper until it is at half health:
-- Cont. to pick off targets until engaged, then kite to pull squads from capping
- Do not cap with sniper:
-- Not the roll of the sniper; losing its value.
-- Easily mis-micro'd and lost to flanking units as it is left unsupported and unwatched
Half-Track Micro:
- Kite Exclusively:
-- Takes damage from small arms, so too squishy for front line
-- Faust crit, or double faust, will lose it easily, not to mention the lucky mine
Great video! I can learn alot about when, where, why and how you use units and tactics. Your voice stays on basically an even keel so its not destracting enough to pull your attention away from the lessons but also contains only useful information and not random pondering and ideas.
Came for the COH3 content, the rest of your channel looks great! Sub. Keep it up mate.
@vulcan have you tried out Men of War 2 yet? The tech demo is out this weekend.
I'm not sure, but first you should queue production of scouts and right after that upgrade them to pathfinders, this way you can save some manpower, because it's cheaper to reinforce pathfinders with one missing man than produce them directly.
I will give it a go, thanks.
Wasn't top strat abuse the meta, till Shermans ?
I've come across this strategy as Wehrmacht and really struggled to do anything against it. What do you all see as the best werhmact strategy against this build? Your opponent went breakthrough which I think is the most limited battle group at this time.
Early Jagers into Panzerschrecks, at least 2 squads and then rush Panzer 4s. Your Jagers, P4s should beat Paras, M4s in an equal engagement.
Early you can get Grens, maybe a counter sniper and just look for trades to slow the game down. Jager out in time for M16 and your all good.
Rush vehicles and watch the US fumble because they have no infantry that can step up to it
Hey Vulcan how are you enjoying COH 3?
Great video btw.
I've been really enjoying the multiplayer. I think the singleplayer could have been better which is why I haven't covered the Italian campaign yet on the channel.
@@VulcanHDGamingyea multiplayer is good story line isn’t
Honestly, I don’t know why he’s not using machine gun at all what is your opponent even doing? It’s just standard to have a machine gun off to start as Germans unless you killed it or something and I just missed it.
US should have fewer gimmicks and stronger troops.
The quad track is so rubbish on dmg
still a viable build?
Possibly, I think people build less pathfinders now though
@@VulcanHDGaming Thanks for a reply for something almost 4 months ago. Subscribed.
This game is just a little to arcady for me,the way soldiers can run past each other and not get wiped out.
nerf US !!! op as f!!!
That a joke?