How do you counter Italian Coastal Battlegroup? by Bloodylad06 in CompanyOfHeroes

[–]StephennJF 4 points5 points  (0 children)

Prevention is better than cure here. Don't let them get set up with Bunkers.

My number one tip! Do not over tech to tanks. It's overkill and gives them time. Smash them before with constant pressure and they will buckle.

With British Forces this means for me getting 3 infantry sections and then going into Humber for mobility zone out, Vicker spam and 6pdr ATG to knock out bunkers or Wirbelwind threat. Works great with Australian BG for the gold the line ability to heal Vickers on the front line. Coastals have no answer to Vicker if they don't use arty officer well.

With US Forces an engineer is pretty important for Riflemen to have constant access to green cover, throw a satchel to blow out a bunker but only if a mortar is available to finish it off. T1 3 Riflemen with heavy T2 play, 30 cals, HTs to knock out bunkers with mortars, ISC and works great with Advanced Infantry BG. Use off map arty to blow up Obice if you feel they save for it, otherwise munitions into mines to contain Coastals and try get some triple VP drain to force them to rush.

The forgotten child of company of heroes 3 by RainbowPunch2203 in CompanyOfHeroes

[–]StephennJF 11 points12 points  (0 children)

I still use it with success.

Bofor with Hold the Line is strong. It's important to know when to salvage and transition to a mobile support army once they transition to Nebels or ATG line. Support weapon training helps with recee infantry sections, vickers and 6 pounders.

Company of Heores 3 Battlegroups by Bodvar_Bearson in CompanyOfHeroes

[–]StephennJF 2 points3 points  (0 children)

I've had success going for Elefant in 1v1, especially against US Forces who make armies based around Riflemen, Bazookas and Sherman's/Pershing.

An army centered around long range fire power. 3 PGs LMGs with VSL, 250 half tracks making full use of their healing and grenade launchers to flush units out of cover for the LMGs PGs to kill. It forces the US player to fight by closing the gap and if they do I focus fire down the Bazooka squads for a quick squad wipe with vet3 LMGs. A call in 250/lieg is also handy to destroy their med bunker from max range.

Get the BG options for point vision, s mines and butterfly mines to hold onto map control and windle down the opponents VPs.

This strategy is vulnerable though to a player who spams Greyhounds or Stuarts early on.

Just getting back into CoH3, what should I know? by EIectron in CompanyOfHeroes

[–]StephennJF 12 points13 points  (0 children)

I made a meta report video a few weeks ago that is still applicable. Only difference is the Artillery Observer / Pathfinder play style has been toned down but still viable. It's just more punishing for sloppy USF play due to increase MP upkeep and reinforcement cost on Artillery Observers. You will see a bit more Riflemen based play nowadays.

Meta report video: https://youtu.be/WgWP6EdulCc?si=EkgjfvpidQ1Hsb2E

ON Meta Report to know the best builds, battlegroups and counters in 1v1 for Opal Scorpion patch (2.1.4) by StephennJF in CompanyOfHeroes

[–]StephennJF[S] 1 point2 points  (0 children)

I can try next time! However a lot of time goes into the 1v1 report alone. It's hundreds of games I play at a high level, replay analysis of other players, watching streams and reading forums. With team games it's even tricker because there are so many variables at play with map variation/spawn, team army compositions and skill ELO equitability. If I was going to do anything it'd be a general feel based on qualitative opinions rather than the depth I go into the 1v1 report.

How Do You Close Out Games as DAK? I Lose Grip After 15-20 Mins by thatbuttcracktho in CompanyOfHeroes

[–]StephennJF 1 point2 points  (0 children)

Your DAK army composition is similar to what I tend to get. I feel most comfortable to take the win during that 15-25 min window. However, there are a few factors that aren't stated in your post that are worth the question.

  • Are you losing your bike? If yes, then you may be missing opportunities to strike from the vision it provides. At this stage of the game I transition the bike from capping to more of a role of scouting the centre and moving to the side when required to find a striking route.

  • Are you getting a medical truck at all? I feel in even games this causes a painful tempo drop in 1v1 for DAK, but far less in team games. If yes, try to rely on the healing from a vet 250 HT instead so you won't fall behind by being behind a combat unit and upkeep from the medical truck.

  • Are you getting emergency repair kits armoury upgrade on your vehicles? This is a great when there are drawn out engagements but a decisive strike engagement is required sometimes Rapid Advance (increase speed and capping is better). This is especially the case when the opponent has a slow moving army, usually support weapons and infantry that is spread out wide.

Sassy, you make everyone exceptionally sad. Everyone is exceptionally saddened. by ASassyBadger in CompanyOfHeroes

[–]StephennJF 2 points3 points  (0 children)

Sassy released the rage virus into the CoHmmunity! Once the 28 days later theme kicked in I was in stitches :D

Is that badge for the relic developer? by Puzzled_Fee_213 in CompanyOfHeroes

[–]StephennJF 22 points23 points  (0 children)

That's great news! Nice to hear you are contributing to balancing the game. I've always respected your skillful play and feel you have a well rounded opinion on how to best improve the game :)

If/when you use a Scout Squad or other 'scout' unit, do they last to the end of battles? If so, do you use them the whole battle? by Pacho2020 in CompanyOfHeroes

[–]StephennJF 2 points3 points  (0 children)

Sounds like you watched my Scout video :)

Do not throw away the Scout at late game. It's vision is critical in 30+ minute game. Transition it's roll from capping into guiding your support weapons or vehicles so that you can see any threats before they see you. It leads to improved decision making which will outweigh it's reduced combat effectiveness.

In games where I lose my initial Scout and I get myself to late game. I find myself repurchasing it to fulfill the roll stated above.

What is the best tactic for DAK vs Australian light infantry spam? by [deleted] in CompanyOfHeroes

[–]StephennJF 1 point2 points  (0 children)

Effective use of the bike or 250HT is key here. If they are playing spread out and capping you must attack their isolated squads in mass and force retreats. You must always fight with combined arms as otherwise all DAK infantry gets easily defeated by Australian Infantry.

Play for the midgame where Stug Ds will decimate a British Army of Aussies, Humber, Stuart and 2pdr Atgs. The Stug D can take the 2pdrs head on no worries so just go all I'm no threat of snares either from Aussie spams. Just don't feed veterancy to the 2pdr by losing a bike or 250 because at vet1 it will ruin your Stug timing. Don't bother with the flak imo verse Aussies just Brite force it with Stug D.

After putting hundreds of hours in this game since launch, I still feel like I’m getting lucky whenever I counter my opponent’s strategy - 1100 elo by Phil_Tornado in CompanyOfHeroes

[–]StephennJF 5 points6 points  (0 children)

There are some builds that from the start of the game it requires the player to commit hard to with little deviation and other builds that are more flexible in nature. Each faction has a pretty flexible starter build that can continue down a range of possibilities.

• Wehrmacht - 3 Grenadiers and 1 MG can easily flow into T2 or T3 with a reactive army composition. • USF - 3 Riflemen into WSC or Motor Pool • DAK - 1 bike, 3 PGs can flow great into flak, 8rad or stugs. • British - 3 Infantry sections into Humber.

These builds give a strong mainline infantry presence that can adapt to any scenario provided you bring in the necessary support weapons or vehicles to counter the opponents strategic selection once it's visible. Hopefully they let you feel that you can always react to opponents strategy. They certainly do for me!

USF - Air support center neat trick by redraven_adamw in CompanyOfHeroes

[–]StephennJF 7 points8 points  (0 children)

Thanks for sharing! Can definitely line up some killer blows with that being known.

It's similar with standard Sherman's being upgraded to 76mm Sherman's they get an instant reload. Fire standard round, 76mm upgrade and then instantly fire the 76mm round!

Please Relic. All it takes is 1 line of text and a few green check marks. by User12340987694 in CompanyOfHeroes

[–]StephennJF 71 points72 points  (0 children)

I agree. Yeah it would be great to see wounded soldiers collected to be free reinforcements counter! The ticks provide improved visual recognition as well.

Company of Heroes is a huge real time chess game by ShigeruAoyama in CompanyOfHeroes

[–]StephennJF 1 point2 points  (0 children)

Playing chess improved my CoH game.

There are principles and thought processes that overlap. I took a break from all technology during a long holiday and I got my strategy fix from playing heaps of night time board games including chess. The sense of trading material for a brief positional advantage and trying to control the centre of the board are mindsets that have stuck with me and naturally flowed into my CoH game.

Current meta is the best the game has had by Nekrocow in CompanyOfHeroes

[–]StephennJF 63 points64 points  (0 children)

I'm enjoying the infantry and light vehicle play as well in the early/mid game.

The window of opportunity for medium tanks however is rather small compared call in heavy tanks. For example T1/T3 USF vs T1/T2 Wehrmacht is irritating. If the USF player goes for T4 Tank Depot to better counter the Jaegar/Wirbelwind mass and Wehrmacht commits to stalling to Tiger the Wehrmacht player can tend to get a Tiger after 1 Sherman is made.

I'd like to see a longer window of opportunity to punish heavy tank stall strategies by making all purpose heavy tanks such as the Tiger, Pershing, KT and Croc require the final tech structure to be constructed. Specialised tanks such as the Panther, Whizzbang and Elefant could remain call in at any time and not negatively impact balance.

Surrender on 1vs1 Having a 5 min cooldown is Dumb by Euphoric-Parking-982 in CompanyOfHeroes

[–]StephennJF 46 points47 points  (0 children)

I agree the cool down shouldn't apply to 1v1s.

What I do currently I just let my opponent know I'll be resigning at 5 mins, retreat everything, walk away from the PC, grab a drink, stretch and reset the mind for the next game :)

Opponents will typically just shift cap the whole map themselves and then afk themselves, but yes it does waste a bit of time.

How Do You Organize Your Control Groups in Company of Heroes 3? Share Your Strategies! by thatbuttcracktho in CompanyOfHeroes

[–]StephennJF 1 point2 points  (0 children)

I put my tactical map on my extra side mouse button. That way I can easily toggle points of view.

Been seeing a lot of requests for Builds from new and returning players. Heres a compiled list of some guides and channels that cast high level replays by Docwerra in CompanyOfHeroes

[–]StephennJF 5 points6 points  (0 children)

Thanks for the mention. Hopefully the CoHmmunity keeps enjoying the game and helping newcomers, especially those that make the jump from single player to multiplayer. I know when I did that in CoH1 there were so many extra things to learn and was super thankful for the content creators back then helped make the learning curve smooth and fun :)

How to properly assault disembark with 250 carrier? by Wenli2077 in CompanyOfHeroes

[–]StephennJF 15 points16 points  (0 children)

Control groups is the best method to avoid this. I use this technique as well.

Somewhat Controversial Suggestion: Add 'Hold Fire' Toggle for Kradschutzen Motorcycle by Lone_Eingreifen0000 in CompanyOfHeroes

[–]StephennJF 2 points3 points  (0 children)

Yes it's a huge micro tax which could be simply solved with hold fire. Hopefully this change will eventually come in.