BoDyBaG2224
06-17-2007, 08:18 PM
I am going to start posting strategy guides and tips here on TotalCoh because as of June 17th I am having major connection issues with Relic Online and I'm pissed.:confused::mad:
But anyways here is my strategy for Angoville.
Magenta: Control Sectors
Orange: Victory Points
Black: Barbed Wire
Red: Mines
Navy Blue: Blind Spot
Black X: Do not garrison
Yellow Circle: Good Spots to Garrison
Brown Arrow: Shows that an MG42 in the building with the yellow circle can fire onto the south building but an Allies Machine Gun can not reach the building that the MG42 is fireing from.
Blue Line: Suggested path for first Riflemen Squad
Dark Green: Suggested path for 2nd Engineer Squad
Light Green: Suggested path for 1st (squad you started with) Engineer Squad AFTER Barracks is built.
http://img71.imageshack.us/img71/8153/angovillebj4.th.png (http://img71.imageshack.us/my.php?image=angovillebj4.png)
Your Engineers should build a barracks while you build another engineer squad. Set Rally point at Fuel point in the East and have them cap that and then move to the high munitions and then the VP. After Barracks is completed have that engineer squad move to cap the strat point the high munitions, and then the VP. Have your first Riflemen squad cap the Fuel in the west the high munitions the strat point then the low fuel, and low munitions. Barbwire off the areas pointed out to delay Axis capping and lay down mines to hinder Axis movement. Produce as many rifles as you can until you get atleast 40 fuel. Then determine what you should buy. I suggest grenades and use them along with flanking procedures to flush out MG's. The Navy Blue spot is a blind spot for that building where you can put your rifels and then throw a grenade over the hedges. Harass the point noted to keep Axis from getting the supplies from the left side. If you have 1/2 of the map or more you should build Supply Depot as soon as you get 50 fuel and then a Motor Pool. Get out a M8, and upgrade it with both upgrades. Use that to harass some more and build a Halftrack and upgrade that with the Quad cannon. Use those two vehicles aswell as your infantry to hinder Axis. If you see Puma's or Stug's get sticky bomb's if you see Stormtroopers, or Grenadiers go for BAR's. Then upgrade to Tank Depot, and judge the situation again. If there is a lot of infantry get a croc, if you are seeing stugs get an M10. And if you are unsure get a Sherman. Make sure to get the 50.cal upgrade for the Sherman to make it very deadly against infantry units. Remember to repair your units and keep them alive, AT guns in the rear can protect your fragile Sherman and even more fragile M10 from Heavy Axis armor. If you set up your AT guns have a jeep sit by the gun to let you know if cloaked units are approaching. Remeber to pick up any weapons Axis drops (Panzershreks,LMG, MG42) and use them against them. You can also use the M8's "Mine Drop" ability to rush the axis base and drop mines at the exits of the HQ and other buildings.
NOTE* UPLOADED, SORRY FOR POOR JOB BUT YOU GET THE JIST OF IT. I also included a replay using this strat, and if you have enough men on the field you can manage to OP the fuel to give you a boost. MP was not used here because of the amount of infantry and the amount of fuel I had, croc's are more fun.
But anyways here is my strategy for Angoville.
Magenta: Control Sectors
Orange: Victory Points
Black: Barbed Wire
Red: Mines
Navy Blue: Blind Spot
Black X: Do not garrison
Yellow Circle: Good Spots to Garrison
Brown Arrow: Shows that an MG42 in the building with the yellow circle can fire onto the south building but an Allies Machine Gun can not reach the building that the MG42 is fireing from.
Blue Line: Suggested path for first Riflemen Squad
Dark Green: Suggested path for 2nd Engineer Squad
Light Green: Suggested path for 1st (squad you started with) Engineer Squad AFTER Barracks is built.
http://img71.imageshack.us/img71/8153/angovillebj4.th.png (http://img71.imageshack.us/my.php?image=angovillebj4.png)
Your Engineers should build a barracks while you build another engineer squad. Set Rally point at Fuel point in the East and have them cap that and then move to the high munitions and then the VP. After Barracks is completed have that engineer squad move to cap the strat point the high munitions, and then the VP. Have your first Riflemen squad cap the Fuel in the west the high munitions the strat point then the low fuel, and low munitions. Barbwire off the areas pointed out to delay Axis capping and lay down mines to hinder Axis movement. Produce as many rifles as you can until you get atleast 40 fuel. Then determine what you should buy. I suggest grenades and use them along with flanking procedures to flush out MG's. The Navy Blue spot is a blind spot for that building where you can put your rifels and then throw a grenade over the hedges. Harass the point noted to keep Axis from getting the supplies from the left side. If you have 1/2 of the map or more you should build Supply Depot as soon as you get 50 fuel and then a Motor Pool. Get out a M8, and upgrade it with both upgrades. Use that to harass some more and build a Halftrack and upgrade that with the Quad cannon. Use those two vehicles aswell as your infantry to hinder Axis. If you see Puma's or Stug's get sticky bomb's if you see Stormtroopers, or Grenadiers go for BAR's. Then upgrade to Tank Depot, and judge the situation again. If there is a lot of infantry get a croc, if you are seeing stugs get an M10. And if you are unsure get a Sherman. Make sure to get the 50.cal upgrade for the Sherman to make it very deadly against infantry units. Remember to repair your units and keep them alive, AT guns in the rear can protect your fragile Sherman and even more fragile M10 from Heavy Axis armor. If you set up your AT guns have a jeep sit by the gun to let you know if cloaked units are approaching. Remeber to pick up any weapons Axis drops (Panzershreks,LMG, MG42) and use them against them. You can also use the M8's "Mine Drop" ability to rush the axis base and drop mines at the exits of the HQ and other buildings.
NOTE* UPLOADED, SORRY FOR POOR JOB BUT YOU GET THE JIST OF IT. I also included a replay using this strat, and if you have enough men on the field you can manage to OP the fuel to give you a boost. MP was not used here because of the amount of infantry and the amount of fuel I had, croc's are more fun.