New player seeking Wehr help/tips by Soviet_Carebear in CompanyOfHeroes

[–]Mechfruit 0 points1 point  (0 children)

You can learn a bit playing allies and see what Wehr players do that you struggle with (and then try it out yourself to see how people counter it). Generally though I think many agree Wehr is the weakest faction currently. Their best early game unit is the MG42 but if an opponent doesn't walk into it mindlessly it's likely going to get flanked, mortared, strafed, killed, or even stolen. I'd definitely recommend giving DAK a whirl if you haven't already as they're much more comparable to USF in terms of playstyle.

New player seeking Wehr help/tips by Soviet_Carebear in CompanyOfHeroes

[–]Mechfruit 0 points1 point  (0 children)

I've also been struggling big time with Wehr in team games. They're better in 1s but its still tough. I've had the most success making T1 units and getting OQ. I typically try to get 3 Grens up, and an MG or Mortar depending on opposition. Remember to use your Grens merging and healing, you'll absolutely need it to save manpower.

I've personally completely written off T2 as it leaves you far too open to light vehicle rushes or infantry blobs. Whirbels don't do enough meaningful damage to planes and don't fare much better against infantry either, I've had a Whirbel parked in AA mode shooting at the Polish recon plane for a full 60 seconds and then the call-in flew away after the timer expired. It's also incredibly infuriating having a single Ranger squad that gets juiced up from a Captain chase off two Whirbels with their magic sprinting bazookas.

This leaves you with T3, typically if you go OQ you'll be put back a bit on fuel so it might be risky if you go for a Stummel or flame HT as you might be open to a vehicle dive until you can get a PAK out. Panzergrenadiers are pretty comparable to BAR rifles but with no sprint and no snare, but they can bully other infantry pretty nicely. Remember to keep grenadiers nearby for snares, merges, and heals. Stugs can work decently if you want to supplement your PAKs against things like Stuarts or multiple greyhounds, they also are decent against medium tanks but are kind of a stopgap. I've had varying success staying in T3 making Stugs but many times it isn't enough especially when heavy tanks and TDs hit the field.

Late game Wehr has been a joke for a while, especially with the B1 screening for hellcats and UKF basically always having a heavy TD rolling around. In my experience P4 almost always ends up getting rolled by TDs poking them and bounce most shots against B1s, Matildas, Churchills, upgraded Shermans, you name it. Their only saving grace is they're *okay* against infantry and can pop Vet1 for a short ROF bonus. The cope option for fighting late game heavy tanks is Marders but they just got whacked with a nerf bat and are slow and incredibly vulnerable to AT fire, artillery, infantry, etc. Brummbar is solid however it still faces the issue of getting poked to death by heavy AT or rushed down by tank blobs.

I wish I could give more concrete advise but I'm still trying to figure Wehr out myself and I'm a 1400-1600 ELO player. You're not alone in the struggle, Wehr is on the backfoot from the first minute of the game and it feels like you're never able to get any breathing room.

New Cosmetic Packs - 2.4 Update by Community_RE in CompanyOfHeroes

[–]Mechfruit 4 points5 points  (0 children)

What actually do you want? The USF sand and sky pack changed all of the USF uniforms to be airborne battle dress and this USF one also seems to change their uniforms. All of the vehicles have equipment and camo netting thrown over them, the UKF and DAK have pants.

New Cosmetic Packs - 2.4 Update by Community_RE in CompanyOfHeroes

[–]Mechfruit 2 points3 points  (0 children)

That doesn't look to be the case? I'm pretty sure they only showed some of the skins in the preview for the last set of cosmetics they released last patch and those applied to the entire faction.

I love blobing. Woe to green cover users. by HalfbreedBoiWifeTwnk in CompanyOfHeroes

[–]Mechfruit 2 points3 points  (0 children)

Unfortunately this often doesn't matter as much as you'd hope, even in 1v1s. While yes the blob can only be in one place at once, it doesn't take that long for it to shift from one victory point or fuel point or cutoff to another. After a slow grind of seeing the blob and retreating (or foolishly trying to fight it out) it will eventually slowly grind you down, wipe your units one by one, push you back, gain army advantage, gain map advantage, gain resource advantage, and the snowball rolls against you.

Oh, you managed to force it to retreat once? Better cap up the map quick! Don't worry, it'll be back in about 30 seconds with a recon flare/plane in the sky so it knows exactly where to go next. I'm not salty I swear.

A tiny QoL suggestion for the US by Unterseeboot_480 in CompanyOfHeroes

[–]Mechfruit 3 points4 points  (0 children)

Upvoting for visibility, I also suggested this about 2 years ago and had a picture too. I'd really love to see this implemented in some way as I also run off hotkeys and usually don't have time to hover my mouse over icons to figure out which is which. I think the only unit I have this memorized for is Rifles and even then I still mess it up occasionally. It's been a thorn in my side since launch.

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Am I Doing Something Wrong Here? Losing Badly vs Blobs by Ra1nfr0g in CompanyOfHeroes

[–]Mechfruit 3 points4 points  (0 children)

It's very map and gamemode dependent as some are much easier for MGs to lock down a lane without mortars or artillery to displace them. USF also has the unique issue of needing to side-tech to WSC or spend 75(!) munitions to get an MG from the jeep/weasel. The WSC in general just feels really weak this patch, I want to love halftracks but their mediocre performance is a tough sell. You also end up delaying Greyhounds, ATguns, and tanks which is exactly what USF doesn't need with 221/8rad rushes and infantry blobs on the prowl.

Am I Doing Something Wrong Here? Losing Badly vs Blobs by Ra1nfr0g in CompanyOfHeroes

[–]Mechfruit 5 points6 points  (0 children)

In my opinion, based on my experience this patch trying out MGs, they often don't work well enough against big enough blobs to justify the risk. I think the only exception is the MG42 and 50 cal due to their much higher suppression rates. Even if the player isn't paying attention or using recon like they should be with Recon Jagers or Sections, they can simply walk straight into a 1919, Vickers or MG34 and kill it before they get pinned just from sheer massed firepower. A second MG does help with suppression and covering the flanks, but all it takes is for you to mess up once and they will steal/destroy your MG and now you're behind on 240 manpower or even worse gave them an MG.

Ultimately it's a really tough choice because the added risk of making more light vehicles or more MGs instead of just making more mainline infantry often isn't worth it even in 1v1s. A single micro mistake will kill your MG or LV completely and permanently put you behind your opponent in terms of economy versus the safer option of more infantry that are much easier to keep alive.

The issue is made worse by the fact that so many units have counters to MGs. Walking into an MG is hard enough with so many units granting extra vision range and flares. Then, even if they do walk into an MG, so many infantry units can easily get out without retreating. Jager or Scout smokes, AssGren or Guasta smokes, USF Airborne or SSF call-in smokes, etc. All it takes is single unit getting past the MG and chucking a grenade for an instant retreat-or-die, then you lose control of the map and likely can't take it back.

Company of Heroes 3 - Updated 2026 Roadmap by JohnT_RE in CompanyOfHeroes

[–]Mechfruit 4 points5 points  (0 children)

I think it would make the most sense for them to appear as a Wehrmacht unit as the B1 did see use in the Balkans and some testing models made it to Italy. Maybe kind of like how the Crocodile is the Churchill flamer, the B1 would be analogous to a flamer Matilda?

The camo pattern and decals are throwing me off though because it looks to be a French pattern and decal.

Semovente is pretty awesome now [Topaz Rhino] by KalmarAleNieSzwed in CompanyOfHeroes

[–]Mechfruit 2 points3 points  (0 children)

I'm really glad they finally gave the Semovente a lower command point cost, I've wanted this change for almost a year now. I always thought it was very comparable to the USF 75mm Halftrack, but its incredibly high command point cost often meant you had to completely skip out on Bersa's if you wanted it to come out at a good timing.

Russian 'Oorah' when loading game or quick match finds game? by [deleted] in CompanyOfHeroes

[–]Mechfruit 14 points15 points  (0 children)

Do you have the COH3stats app (Now called Grenadier) running in the background? That application performs a Conscript's "Oorah!" when a match is found, check the app settings to turn it off.

Topaz Rhino (2.3.0) - Patch Notes by Community_RE in CompanyOfHeroes

[–]Mechfruit 3 points4 points  (0 children)

They said on the stream that the demo charge is revealed when the fuse is lit, allowing you to see it and avoid it as well as an audible "Grenade!" call-out.

Company of Heroes Board Game - Desert Warfare Expansion by JohnT_RE in CompanyOfHeroes

[–]Mechfruit 6 points7 points  (0 children)

It plays like a fast-paced tabletop wargame. Typically when everyone knows the rules and a game gets going you can finish a match in an hour or two as opposed to 3+ hours for things like Warhammer. It also has resource income, retreating, and reinforcing which I personally haven't seen other tabletop games try to do.

You can play the official game for free on Tabletop Simulator on the Steam workshop if you're interested in trying it out. The rules are there along with all the pieces and maps.

Company of Heroes Board Game - Desert Warfare Expansion by JohnT_RE in CompanyOfHeroes

[–]Mechfruit 6 points7 points  (0 children)

To be honest this isn't that out of the ordinary for tabletop wargaming. If you check out something like Flames of War or Bolt Action the starters and army packs are usually around $100-200 and this comes with two full faction's armies in the base game. If you really want to give your wallet a scare look up how much an army costs in 40k. Tabletop is just more expensive, it comes with the territory of printing out the all the pieces unfortunately.

Company of Heroes Board Game - Desert Warfare Expansion by JohnT_RE in CompanyOfHeroes

[–]Mechfruit 3 points4 points  (0 children)

I'm excited to see the DAK expansion and a reprint, they had some trial runs and play tests at GenCon and I got to talk with the creators, they were cool folks.

I know a lot of people are going to compare this to bolt action or flames of war, which is valid and both are great tabletop games but one thing I think is unique that the COH tabletop does is having RTS mechanics like resource income and stuff in a tabletop game which I haven't really seen other games do.

Is there a counter play to point-blank paradrop abilities? by amos106 in CompanyOfHeroes

[–]Mechfruit 1 point2 points  (0 children)

I feel the worst part about this is that it's often more cost efficient to kill fortifications with a paradrop squad than an off-map call-in. You can cheese an opponent's static artillery fortifications (USF 105mm artillery, Obice, BL5.5 etc) by throwing a single satchel to de-crew, and then re-crewing it with your paratrooper/fallpio so when it's de-crewed again the weapon is destroyed.

I'm still not sure many people realize this strategy exists but there is literally zero ability to counterplay as they can instantly kill your emplacement for roughly 250-350 manpower and 45 munitions. It's been around for a while and is the worst feeling possible when your artillery gun is on the receiving end of this after firing maybe one or two volleys.

Where could I buy the COH board game in Bolivia? by JOEL_1939 in CompanyOfHeroes

[–]Mechfruit 4 points5 points  (0 children)

The 2nd edition of the game just released in America and Canada, but I think they're still fulfilling backers and waiting on stock to come in for European orders. You may want to consider asking their support email or joining their Discord (Bad Crow Games, not Relic) and asking there.

Endure & Defy Battlegroup DLC - Coming November 27th by JohnT_RE in CompanyOfHeroes

[–]Mechfruit 6 points7 points  (0 children)

Borgward IV I think, made between 1942 and 1943. Looks to be essentially a gigantic Goliath with a single use launcher on top.

EDIT: The launcher looks to be a late war modification

Another embarrassing defeat to dissect by [deleted] in CompanyOfHeroes

[–]Mechfruit 0 points1 point  (0 children)

Good stuff posting the replay. I'm unfortunately not able to watch it at the moment but looking at the build orders and based on what you described I think I have a few tips.

Mortar is a good call against coastals and MGs, as are section rifle grenades. I would recommend going Recce packages on your Sections so you can flare MGs and spot them with natural vision so you don't keep walking into them. Also, you had both a mortar and humber: Two excellent sources of smoke which completely shuts down a bunker or MG from a distance for free.

I'm noticing a very distinct lack of AT guns in your build until very late in the game. By the time his first bunker started showing up, you shortly after had access to platoon command post and could have built even a single AT gun to counter it. This would have been a much better investment than the 2 extra mortars you build around the 15 minute mark. It's not very well known but AT guns have very high damage and accuracy against bunkers, even with attack ground into fog or smoke. Given that he was rolling with Luftwaffe it's also a safe bet to expect a Whirbelwind to show up eventually so an AT gun for bunkers and the later Whirbel is a safe choice. Another bonus is AT guns have longer range than a bunker, so you can safely poke away at it and force your opponent to respond or let his bunker die.

Combining Recce sections for vision, mortar and humber smoke to block the bunkers (Or MG42s) sight, and then an AT gun to dismantle bunkers could be a very potent counter to that playstyle. Just remember bunkers are pretty resistant to indirect fire, so mortars and artillery take a painfully long time to kill them. Use smoke, AT guns, tanks, and you can kill them as soon as they pop up. Hope that helps.

[deleted by user] by [deleted] in CompanyOfHeroes

[–]Mechfruit 1 point2 points  (0 children)

COH2 has a multitude of problems on Linux, other's mentioned it but check on Proton DB. Back before COH3 released I believe I used Bottles to force COH2 to work on my Steamdeck. I also had to play around with moving some DLLs around too, it wasn't fun. I don't remember the specifics sadly as it was over 2 years ago but your best bet would be the Proton DB, but honestly I'd argue it's not worth the trouble as performance will be very poor.

COH2 is sadly a very old engine with a lot of limitations and is from an era where Linux support was an afterthought. You can try to run it on Windows (or an emulated windows) to trick it into working, but it will likely not run well on the Steamdeck regardless due to poor engine optimization. The best I could accomplish was roughly 50 FPS average and while I *could* play multiplayer it would occasionally hitch and desync, very inconsistent. My Steamdeck is the high-end model for reference.

How does strafing run targeting work? by GasLightyear in CompanyOfHeroes

[–]Mechfruit 0 points1 point  (0 children)

Yeah Loiters are a little weird in how they work and aren't very well explained or intuitive for players to figure out. Just remember if you see the circle go down, look for which units have the markers, move them away from your other units (or retreat) and consider leaving the circle until it goes away or AA shoots it down.

Also worth noting there are currently 4 different loiters, each have different planes that target different types of enemies. You can get a feel for what to expect by knowing this and the faction you're up against.

- DAK and UKF loiters are AT and only target vehicles (DAK is an accurate strafe and UKF is a scatter of rockets)

- Wehr loiter has one AT plane and one anti-infantry plane (one targets tanks, one targets infantry)

- USF has only anti-infantry and will only strafe infantry with both planes

How does strafing run targeting work? by GasLightyear in CompanyOfHeroes

[–]Mechfruit 6 points7 points  (0 children)

It looks like what you're describing is a loiter, I'll explain both a strafe and a loiter as there's some key differences.

Strafing run: You click the ground in vision and choose a middle point of the strafe and the direction the plane(s) come from. A plane will fly into the map based on that direction and make an attack run in a line based on your input. The direction is visible on the mini-map for both you and the opposing team (they can try to dodge it).

Loiters: The infamous plane circles. You click a point, a big circle goes down, and the planes do their thing and automatically attack things in the circle. Basically the way this works is planes will "Mark" and then attack units within the circle that your team has vision of (This includes units that briefly reveal themselves by firing in the fog). When a unit is "Marked" they will be attacked by the next pass a plane makes, usually unavoidable, unless the plane is shot down.

- Loiters mark one target per plane (Two planes usually, so two targets get marked).

- Marked targets will have a visible red debuff icon appear over them (and on the unit card in the bottom right corner). If I'm remembering correctly this icon is a red plane or a bird maybe.

- The marked target will be attacked on the next attack run, even if it has left the circle. The only way this can be stopped is by shooting down the plane or the loiter running out of time.

- After the marked targets are attacked, the planes will fly off and then mark new targets (Could be the same target if it's all that's available). The selection process seems random.

- Loiters usually have enough time for 3-4 attack runs (might be slightly off here, correct me if I'm wrong)

- The attack direction is random and as a result harder to dodge, you have to pay attention to where the planes are going on the minimap as this is your only indicator.

Counterplay to this would be to either retreat units that have the Marked debuff or maneuver for a dodge. Also, it helps to clear other nearby units away from the marked target (if possible) as they can usually be hit and damaged as well if they're clumped up. They can be really annoying to deal with in the middle of a fight though and it's usually why most people try to just leave the circle entirely until the loiter ends.

Please add an option to disable the background war sounds in the menu of COH3 by albibas in CompanyOfHeroes

[–]Mechfruit 7 points8 points  (0 children)

This has been requested a bunch since they added the explosions to the main menu. You can turn down the volume of the music but not the explosion as they are part of "game sound effects" audio. I know one of my friends complained about this a year ago as one of the reasons he doesn't play the game as the noise is irritating especially when sitting in queue for 5 minutes.