Wednesday, June 26, 2013

[TIPS] COH2: Using Rifle and Bundled Grenades

Someone on COH2.org posted a question about using German grenades:

"Hey guys, 
Already quite annoyed that bundled/rifled grenades can't effectively kill any weapon crews since Soviets have 6 man teams. With garrisoned units this is worse. I've had times when bundled PG grenade doesn't even kill anyone... even in a small house. More commonly, they will kill 2/6 people. Rifle grenades are even worse. I don't think they even scratch anything in a building, more or less weapon crews/infantry out in the open. This doesn't really make sense since a molotov will force Germans to pack up their MG, leave the house and most likely kill 1 man (33% of the squad already)only to be murdered by the conscript squad with oorah as they try to reorient and set up again. A maxim in a house supported is a pretty tough nut to crack. It requires a force retreat of the defending forces and a solid long burning of the house in order to kill enough members to force a retreat. Alternatively, a flame half track = death but I'm hoping there are more viable counters before it comes to that... 

Also, killing AT guns with these two are horrible. Usually results in vanilla grenadiers chasing it a quarter of the way on the map before decrewing it... and even losing a man in the process. 

Any tips on using grenades effectively as Germans? I pretty much just use them now when there's HTD or I'm floating on munis."

Here's my response:

"The short version on using grenades: avoid using them early, or in any situation where you're munitions-starved, unless absolutely necessary.

Rifle grenades are not as strong as other grenades, for sure. They do have a larger area of effect and can be fired further. I find that they do roughly half the health of a conscript soldier on average. Thus, firing it at a full, six-man conscript squad will usually lead to zero kills but a lot of injuries. This makes it typically more useful as the game goes on since few squads are at full health, at least until they upgrade their HQ to heal infantry.

Bundled grenades are much stronger and typically kill most of the infantry in their radius. Unfortunately, weapon teams tend to be large enough that a single grenade won't kill all the members. You shouldn't rely on a grenade to displace a weapon team unlike in vCoH or Molotovs. It's really just meant to do good damage, but not necessarily as an anti-weapon team ability.

As Germans I prefer to use my first 60 munitions to upgrade a pioneer with a flamethrower almost every game. It deals with units that get into buildings, allows you to beat enemy engineer squads easily and does great damage against conscripts and HMG teams as well. It's more reliable than grenades and will end up being more efficient over the long run, though be careful to keep it alive.

That being said, don't underestimate rifle grenades later in the game. In a close fight, near the end of a battle, I've managed to wipe out four and five man infantry squads with a rifle grenade when they all had low health. It's just not very cost-effective early."

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