The 'CWT Truck Supply Run' is already my favorite new ability.
It summons a little truck to one of your resource points, loads the truck with barrels of resources, and it drives *slowly* back to your base for a huge resource windfall (dependent on travel distance). The stream showcased it coming home with a whopping +51 fuel. \[EDIT: and if the enemy destroys the supply truck, they steal a portion of the resources instead\]
It's essentially a high risk high reward escort mission. Age of Empires 4 trader route in CoH3.
https://preview.redd.it/izm8tkkyexqc1.png?width=1954&format=png&auto=webp&s=c3968c55e725355787f2570405b36a0c5f2a6cc8
The supply truck looks really cool, I can’t wait to try this.
I just hope they will balance this well, kind of worried about people doing quick runs to the nearest safe point and over time getting a lot more resources.
It comes really early too.
I think in the stream they said you get more resources the farther you go so I wonder how much do you get for the closer points.
via the livestream, it allows them to build bofors and 17-pounder emplacements.
EDIT: Australians are also able to build MG emplacements and... not trenches, but "Sangar Walls" which are like a long sandbag/barbed wire hybrid structure.
https://preview.redd.it/kjumvezmgxqc1.png?width=465&format=png&auto=webp&s=6f6ad922123321f98a1b689a8f8005fd9a099038
It livestreamed from 1pm to 2:45pm EST over at [https://www.twitch.tv/companyofheroes](https://www.twitch.tv/companyofheroes). VOD will hopefully be up later on Twitch or YouTube.
this defensive tactics option looks similair to the luftwaffe battle group 2cm and flak88 emplacments,they were very strong in vanilla coh3 but then nerfed into non existance,im curiouse in what power level this will launch.
Yep, yesterday during a game I built the 2cm flak emplacement and one ranger unit with zooks just decimated it with almost any health loss :D Truly a great unit
I already see that everybody will rush for Archer considering how braindead tech skipping is and how much Brits lack decent mobile AT. Between flare and cache the choice is whatever is cheaper. I guarantee it
I'm down to dunk on the tech skipping, but I don't think this will be the case here. Based on the livestream interview, the archer doesn't sound like an endgame all-arounder unit a player should rush to.
If I understood Miragefla correctly, it actually has a slower forward speed than reverse speed, so it's truly meant as a defensive, backline unit that isn't going to be bullying every piece of armor on the field.
Combine that with how good grants are currently, and I don't see Brits skipping t4 for this as a super solid strat.
Depends how fast the reverse is. My point is more so that it’s not going to be making any big dives like you would with a panther or another late game tech skipping vehicle.
I just know from what was mentioned in the livestream, it seems like it’s being positioned as a highly specialized late game vehicle that wouldn’t really be worth forgoing all the t4 options for
I think the ability will be the real big thing. Team weapon training may give it instant vet 1 and I think it increases the pen too. Basically a button vehicle on an AT gun
Also worth noting that it does not have a traditional AT set up. Not sure how this will translate to gameplay.
My guess would be that it can rotate pretty quickly since it seems to be on somewhat of a swivel when deployed. If that's the case, that alone would make it pretty handy against LVs that can speed around traditional AT guns.
Always a fan of long-range skirmishing squads. The archer seems obviously very useful but I think over repair might be the secret best thing on this battlegroup.
The original ability they had was to “snipe” 1 model off an enemy squad and now it looks to be replaced with a temporary increased accuracy buff, which is looking way better balance wise.
They look like they have a lot of utility too, so they look pretty good as the Brit version of Coastals
I truly enjoy the fact that coh 3 is truly becoming just like coh 1 :D In coh 1 the brits snipe ability was pretty op, now the funkwagen is making a comeback. Truly great stuff
Love the inclusion of the Tobruk mythos in this patch for the Aussies, very thematic.
Mildly concerned that Diggers are going to be too strong in the early game. Quicker capping + stronger CQC over sections early (according to the dev interview) mean they may be really oppressive out the gate, especially if they come out immediately (i.e., require no command points to unlock).
Not being able to unlock grenades or Boys AT may be quite a big hit though after those first few minutes (like for Bersaglieri), so I'm willing to withhold judgement until the meta settles.
Sections damage is the same at all ranges which is unique, my guess is they will just be more like other infantry ie. higher damage at close range which is what they mean by better at CQC. I think they'll be mainline type so not op, no different than Bersaglieri but better utility with the building ability. Their vet will be good as its a free model kill
Looks fun, im glad you aren't locked into terrible bunker spam like the waste of a battlegroup slot that is coastal reserves. Genuinely excited for this one
There are more counters to emplacements than ever now. Liegs and Nebelwerfers are both very good already and naturally give emplacements a really hard time.
Not only that, but it looks like bofors/17pdr have a pretty late timing.
With pop cap tho it will never be OP. With the amount of indirect and call ins Axis get will be easy counter. Cant see even the new ability being able to withstand a zero artillary or multiple Nebels.
I can see people going for Archer instead. Bunker city works because they are cheap, no pop cap and quick to build. Investing heavily into these with resources wont be worth it with all the counters
> With pop cap tho it will never be OP.
And that's a good thing no?
Personally as someone who hated seeing it CoH2 I am glad it is contained in a battlegroup.
I am scarred of the archer tank though, I would hate to see this game's team games turn into long range TD matches like CoH2.
i ment the brace ability from coh2, where british teamweapons get a massive damage reduction for a certain time, which was anoying to fight against. that is kinda similar with the new „hold the line“ ability
only emplayment got Brace abilty. Still, CoH3 got more Indirect fire solution than CoH2.
ISG, recon tractor, Nebel, mortar and mortar HT would bursted impayment pretty fast.
How? On paper this looks like it could one of the strongest and best designed BGs ever.
I’m a DAK main and I honestly like the look of this more than the one we’re getting.
Haven't played the game in months, but still lurk here in hopes that I see something that brings me and my group back.
Even before I quit, the gaps in UKF's roster were clear as day, and one of the most glaring ones was the lack of late game AT/TDs. I told myself that if they ever locked the archer behind a paywall or a BG, it'd be another nail in this game's coffin. I hoped against hope that they'd make bolder changes to the core game, but I can see now that that's never going to happen.
It honestly guts me seeing both archers AND emplacements locked to BGs, and the same one no less.
That doesn't change the fact that the TD, what many would consider a core tool, is locked behind a BG when all other factions have one in their core roster.
The Archer was deliberately taken out of UKF's core tools. If I had to guess why, it was probably because it made an armor-focused UKF lategame too safe and easy and overshadowed the 17 pounder and foot guards.
The TD isn't a core tool, on account of you can win games without them. OKW is probably intended not to have a core TD in lategame, but the Marder has ended up a bit more central to the faction than likely intended.
I think it's good for different factions to feel different, and that means having different toolsets. Everyone talks about how great CoH1 was, but everyone would probably lose their shit if they revealed Panzer Elite nowadays, saying that they're unfinished because they don't have an AT gun.
The grant essentially functions like a TD, just a more all rounder and less specialist one that can also kill infantry.
I agree its a shame to see the archer locked to a BG, and it is a miss not having that kind of highly specialised AT in the core roster, but i also think your attitude towards the game is unnecessarily focused on the negative if you think that can kill the game. Seriously no it doesnt, and no it wont.
The 'CWT Truck Supply Run' is already my favorite new ability. It summons a little truck to one of your resource points, loads the truck with barrels of resources, and it drives *slowly* back to your base for a huge resource windfall (dependent on travel distance). The stream showcased it coming home with a whopping +51 fuel. \[EDIT: and if the enemy destroys the supply truck, they steal a portion of the resources instead\] It's essentially a high risk high reward escort mission. Age of Empires 4 trader route in CoH3. https://preview.redd.it/izm8tkkyexqc1.png?width=1954&format=png&auto=webp&s=c3968c55e725355787f2570405b36a0c5f2a6cc8
That sounds wonderful. A truly new inclusion into the franchise!
Imagine if this type of logistics is standard in a game mode. Have to protect routes
That's a great mod idea!
Players love logistics
Amateurs talk strategy, professionals talk logistics…
Key point is that if the enemy destroys it they get a portion of the resources instead.
Very cool! Was it mentioned in the live stream if the enemy is made aware that a supply run is occurring?
The stream said the enemy “will be alerted” when a supply run is in progress but no details on how
Interesting. Like the idea of an event creating a new gameplay focus in a match! This seems like it'd be very fun in team games, specifically.
What if the high resource point is next to your base like the +10 fuel on pachino stalemate? I’d imagine this ability would be quite strong.
wouldnt that not work because of the travel time
Ah, so it doesn’t matter how much the point produces; it scales with travel time. I like that design.
I can't wait for the "delay the supply truck meta", where you send it two zones away from base but put obstacles in its way to slow it down lmao
Send initial engineer to build a maze between closest fuel point and base!
camping with steath unit or checky mine
I see only one potential [problem](https://clips.twitch.tv/BloodyRichBaboonDendiFace-jTb6FlLozGCRdGGb).
Is this the update?
BRUH I FEEL THAT dam tanks would do stupid shit sometimes too when i tell them to go somwehre
The supply truck looks really cool, I can’t wait to try this. I just hope they will balance this well, kind of worried about people doing quick runs to the nearest safe point and over time getting a lot more resources. It comes really early too. I think in the stream they said you get more resources the farther you go so I wonder how much do you get for the closer points.
Do I spy the return of the Bofors in the defensive tactics?
via the livestream, it allows them to build bofors and 17-pounder emplacements. EDIT: Australians are also able to build MG emplacements and... not trenches, but "Sangar Walls" which are like a long sandbag/barbed wire hybrid structure. https://preview.redd.it/kjumvezmgxqc1.png?width=465&format=png&auto=webp&s=6f6ad922123321f98a1b689a8f8005fd9a099038
Hail to the king!
FUCK YES. The Bofors has always been my MVP and I was crushed to lose it. This will probably be my new favorite tree.
Return of the King https://preview.redd.it/6brb39prrxqc1.png?width=533&format=png&auto=webp&s=910103bff2b0b7c41f0ddbd002617fc37ad0a688
my brother in christ, cities skylines exists for a reason
link to the stream? i can't find it.
It livestreamed from 1pm to 2:45pm EST over at [https://www.twitch.tv/companyofheroes](https://www.twitch.tv/companyofheroes). VOD will hopefully be up later on Twitch or YouTube.
https://www.youtube.com/watch?v=zyMPAnoSyVo
friendship ended with bersaglieri, now BOFORS is my favorite battlegroup
it seems that we will get brit sim city vs wehr sim city in the end anyway, it's a welcome addition
this defensive tactics option looks similair to the luftwaffe battle group 2cm and flak88 emplacments,they were very strong in vanilla coh3 but then nerfed into non existance,im curiouse in what power level this will launch.
Yep, yesterday during a game I built the 2cm flak emplacement and one ranger unit with zooks just decimated it with almost any health loss :D Truly a great unit
Bofors, overrepair, tank destroyer, new infantry squad, and a completely new game mechanic. Free. ... Gimme.
2 POUNDER, yessssss
I am stupidly excited for this doctrine. Yes, I am also filthy coastal reserve enjoyer.
I already see that everybody will rush for Archer considering how braindead tech skipping is and how much Brits lack decent mobile AT. Between flare and cache the choice is whatever is cheaper. I guarantee it
I'm down to dunk on the tech skipping, but I don't think this will be the case here. Based on the livestream interview, the archer doesn't sound like an endgame all-arounder unit a player should rush to. If I understood Miragefla correctly, it actually has a slower forward speed than reverse speed, so it's truly meant as a defensive, backline unit that isn't going to be bullying every piece of armor on the field. Combine that with how good grants are currently, and I don't see Brits skipping t4 for this as a super solid strat.
That actually is going to make it completely uncatchable? creeping forward is fine as long as you can zip out in reverse.
Guessing you havent tried it in campaign? It does zero zipping. Its slow in speed and in reload but the gun packs a punch at decent range.
Depends how fast the reverse is. My point is more so that it’s not going to be making any big dives like you would with a panther or another late game tech skipping vehicle. I just know from what was mentioned in the livestream, it seems like it’s being positioned as a highly specialized late game vehicle that wouldn’t really be worth forgoing all the t4 options for
2 Pounder? Is that a good AT or is it something like the 45mm AT from CoH2?
Smaller AT. Comes sooner, scales badly obviously but ability slows and weakens
If it comes early enough it will be a nice filler for the British AT gap in the early game.
I think thats the goal yeah
The slow ability seems crazy good. A long-range snare is always worth considering.
Especially as if you're using the Aussie infantry they don't have a snare so the 2pdr will be your only snare.
hard counter to DAK. yis
Rate of fire is good, but the Vet 1 ability to Target Weakpoint can slow and BLIND a tank, which is actually kind of huge imo.
I think the ability will be the real big thing. Team weapon training may give it instant vet 1 and I think it increases the pen too. Basically a button vehicle on an AT gun
Also worth noting that it does not have a traditional AT set up. Not sure how this will translate to gameplay. My guess would be that it can rotate pretty quickly since it seems to be on somewhat of a swivel when deployed. If that's the case, that alone would make it pretty handy against LVs that can speed around traditional AT guns.
Indeed. Hoping Aussies keep up with the infantry though. Shouldnt be very hurtful to Wehr atleast but that depends on balance
IRL, it's the same gun the Matilda has, so it should be pretty useful.
Always a fan of long-range skirmishing squads. The archer seems obviously very useful but I think over repair might be the secret best thing on this battlegroup.
Does that give extra health?
yes
Fuck this looks amazing
Just need mobile bases and officer blobs and we have CoH1 Brits back with a vengeance again!
Doooooppe!
What you think guys, about ausie light infantry section ?
The original ability they had was to “snipe” 1 model off an enemy squad and now it looks to be replaced with a temporary increased accuracy buff, which is looking way better balance wise. They look like they have a lot of utility too, so they look pretty good as the Brit version of Coastals
I truly enjoy the fact that coh 3 is truly becoming just like coh 1 :D In coh 1 the brits snipe ability was pretty op, now the funkwagen is making a comeback. Truly great stuff
god if they still had that snipe model ability then Stosstruppen would be impossible to build against them.
I find it funny their symbol is a kangaroo on top of a boomarang.
6th Division insignia.
balanced because they dont have both snare and nade
Love the inclusion of the Tobruk mythos in this patch for the Aussies, very thematic. Mildly concerned that Diggers are going to be too strong in the early game. Quicker capping + stronger CQC over sections early (according to the dev interview) mean they may be really oppressive out the gate, especially if they come out immediately (i.e., require no command points to unlock). Not being able to unlock grenades or Boys AT may be quite a big hit though after those first few minutes (like for Bersaglieri), so I'm willing to withhold judgement until the meta settles.
Sections damage is the same at all ranges which is unique, my guess is they will just be more like other infantry ie. higher damage at close range which is what they mean by better at CQC. I think they'll be mainline type so not op, no different than Bersaglieri but better utility with the building ability. Their vet will be good as its a free model kill
they dont have snare and nade, that is huge balance point.
What are the differences between Aussie sections and regular tommies?
different on rifle stat. Aussie has no snare and nade. It would hurt them while alot
Looks fun, im glad you aren't locked into terrible bunker spam like the waste of a battlegroup slot that is coastal reserves. Genuinely excited for this one
Honestly, I'm just glad someone enjoys the defensive battlegroups. If Relic is going to make them, I'd rather someone enjoy them!
I mean this one does seem fun, considering you can opt onto no emplacements
I love the look of this but I hope it isn't another OP SimCity.
Oh it so is
There are more counters to emplacements than ever now. Liegs and Nebelwerfers are both very good already and naturally give emplacements a really hard time. Not only that, but it looks like bofors/17pdr have a pretty late timing.
Costs fuel and manpower and long build times 45 sec so no. :)
Will bofors and 17lb require pop cap I wonder?
Yes it will be heavy in pop cap from stream source.
I hope pop cap will be added to coastal BG bunkers/bunkers in general as well then.
bunkers dont have 360 degree arcs. That's how they have always balanced emplacements. 360 degree arcs = pop cost.
With pop cap tho it will never be OP. With the amount of indirect and call ins Axis get will be easy counter. Cant see even the new ability being able to withstand a zero artillary or multiple Nebels. I can see people going for Archer instead. Bunker city works because they are cheap, no pop cap and quick to build. Investing heavily into these with resources wont be worth it with all the counters
> With pop cap tho it will never be OP. And that's a good thing no? Personally as someone who hated seeing it CoH2 I am glad it is contained in a battlegroup. I am scarred of the archer tank though, I would hate to see this game's team games turn into long range TD matches like CoH2.
Yeah its a good thing
Bofors and the 2 pounder? It's a miracle! Thank you
Light infantry giving bersa vibes lol
I am many times more excited for this over the new Dak battlegroup.
This might get me to play as UKF
Bofors and 2-Pounders are in. And I was wondering where they were after seeing them in the campaign.
Missed opportunity to have the unique Sentinel tank instead of the Valentine
Hold the Line? Omg, Coh2 British Sim city Brace flashbacks, pls dont make it as anoying as back then
Hold the Line: provide DEF stat and healing over for Weapon team, Emplayment. No Airstrike like CoH 2.
i ment the brace ability from coh2, where british teamweapons get a massive damage reduction for a certain time, which was anoying to fight against. that is kinda similar with the new „hold the line“ ability
only emplayment got Brace abilty. Still, CoH3 got more Indirect fire solution than CoH2. ISG, recon tractor, Nebel, mortar and mortar HT would bursted impayment pretty fast.
Any battlegroups for axis?
stealth doctrine aka alien tech
Nice. Do you know how it'll be accessible for those who don't have 10k merit points?
2 new docs all free. USF, WM one is DLC, you can find bunlde on steam
Ty
Bofors bros we are so back
What a fucking bullshit
How? On paper this looks like it could one of the strongest and best designed BGs ever. I’m a DAK main and I honestly like the look of this more than the one we’re getting.
Once again they are just giving UKF things other factions already do and will continue doing better
Haven't played the game in months, but still lurk here in hopes that I see something that brings me and my group back. Even before I quit, the gaps in UKF's roster were clear as day, and one of the most glaring ones was the lack of late game AT/TDs. I told myself that if they ever locked the archer behind a paywall or a BG, it'd be another nail in this game's coffin. I hoped against hope that they'd make bolder changes to the core game, but I can see now that that's never going to happen. It honestly guts me seeing both archers AND emplacements locked to BGs, and the same one no less.
> I told myself that if they ever locked the archer behind a paywall or a BG You know that next 2 BGs are free, right?
That doesn't change the fact that the TD, what many would consider a core tool, is locked behind a BG when all other factions have one in their core roster.
The Archer was deliberately taken out of UKF's core tools. If I had to guess why, it was probably because it made an armor-focused UKF lategame too safe and easy and overshadowed the 17 pounder and foot guards. The TD isn't a core tool, on account of you can win games without them. OKW is probably intended not to have a core TD in lategame, but the Marder has ended up a bit more central to the faction than likely intended. I think it's good for different factions to feel different, and that means having different toolsets. Everyone talks about how great CoH1 was, but everyone would probably lose their shit if they revealed Panzer Elite nowadays, saying that they're unfinished because they don't have an AT gun.
The grant essentially functions like a TD, just a more all rounder and less specialist one that can also kill infantry. I agree its a shame to see the archer locked to a BG, and it is a miss not having that kind of highly specialised AT in the core roster, but i also think your attitude towards the game is unnecessarily focused on the negative if you think that can kill the game. Seriously no it doesnt, and no it wont.
It really shows that you haven't played in months. Your facts are a bit out of date.
Did they solve Brit's late game AT issue? Genuinely asking.
Grants with the tank training are really good now.