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 Company of Heroes Online Strategy Thread
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Author Previous Topic: Homeworld Universe mod for Homeworld 2 Topic Next Topic: Offical Company of Heroes Online Thread  

Geezer_OMO
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Posted - Sep 24 2010 :  10:50:27  Show Profile  Reply with Quote
I think we should have a thread to plan and talk about things that will improve our play. Hence, I wanted talk about the early game. Hopefully something here you will find useful. LOL

Early Game

The first few minutes of Company of Heroes Online are some of the most import and I feel they must be considered carefully. Early decisions hinge on the map being played and the respective number of players in the game. As we mainly play the Germans(Wehrmacht Army), at the beginning of the game the choice is sending the opening Pioneer Squad out to capture or instantly begin building the Wehrmatch Quarters. I personally always build the Wehrmatch instantly. Sending out the first Pioneers to capture a point or garrison in a building is too risky because the time you loose creating another pioneer squad and then building the Wehrmatch Quarters makes you forever behind in the ability to capture points fight and hold territory. Why? The German pioneers are weaker than American engineers so out on the battlefield they need to be supported. What compounds this even further is the fact that our first infantry unit the (Volksgrenadier) is also weaker than the American Riflemen. This all being said it is critical to get fighting units on the battlefield and that is done by instantly building a Wehrmatch Quarters. Speed is very important here so learning the hotkeys will help!

Select Pioneers press V then W and place building

Select Command (F1) build Pioneer set rally point next to Wehrmatch Quarters

When 2nd Pioneer arrives have it help build the Wehrmatch.

While the Pioneer squads are building the Wehrmatch Quarters don’t sit idle. Rather, put each pioneer squad in a control group and using the Shift clicking technique select sector points/resource points they will go out and capture in sequence. I set up at least two or three future points to capture for each squad. This will free you up to build your first squad out of the Wehrmatch quarters and control its movements as it emerges.


Once the Wehrmatch is made choose which unit you want to build first. (Volks, MG, Motor Cycle or Sniper) but NEVER allow the amount of manpower need to build that unit exceed the cost of the unit you want to build. Waiting even a few seconds too long could mean you lose your first fight out on the battlefield. I press F2(selects Werhmatch) and monitor my manpower like a hawk ready to build my first unit as soon as I have enough. Memorize their cost. You should for all units as it will make you more efficient all game long. Stock Wehrmatch units without Army Item reductions.

Bike: 180 Manpower
MG: 260 Manpower
Volks: 280 Manpower
Sniper: 340 Manpower

More later……LOL

Edited by - Geezer_OMO on Sep 24 2010 10:57:14

Country: USA | Posts: 951

Fossil-OMO
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Posted - Dec 31 2010 :  13:46:30  Show Profile  Reply with Quote
Ok just read this after my post, lets get some strats on the 3 maps we play the most, for 3 and 4 man groups.

Since Geezer is the expert, I say whomever is nearest to him follows him with bunkers and caps the points in his area while the rest of us try to hold our own until he can take out a base. Let people know when you have arty strikes ready for those bunkers at the allied bases. If you can take 2 people out of the fight by destroying their basses the vic points will take care of them selves.

Supply
Base rush
vic points.


Just hold one Victory point and keep them honest on the others




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