Overview
CoH 2 Multiplayer unit guideThe StuG III G is possibly one of the most overlooked units in the Ostheer arsenal in CoH2 multiplayer scene. Despite a glaring weakness, this unit has some suprisingly unique advantages which may win you that battle. Hopefully after this guide, you will see this unit in a new light and start using it a little more.
Introduction
StuG III Ausf. G Assault Gun – A CoH 2 Multiplayer Unit Guide
[Build order guide coming soon]
The StuG III G is possibly one of the most overlooked units in the Ostheer arsenal in CoH2 multiplayer scene. Despite a glaring weakness, this unit has some suprisingly unique advantages which may win you that battle. Hopefully after this guide, you will see this unit in a new light and start using it a little more.
Part 1: Why the StuG?
Stats, comparison and reasoning
The StuG III G is a tier 3 combat unit produced in the Support Armour Korps. The other options on this tier is the Panzer IV and Ostwind. Before looking at our lovely StuG, let’s take a look at the competition:
The Panzer IV is most commonly seen tank and safe option for any commander. It is decent at fighting infantry, it has enough armour and firepower to fight other tanks, it is highly mobile and is generally a good choice when unsure at what the enemy is going to throw at you.
The Ostwind is a bane to infantry, able to suppress and kill blobs efficiently. Its Flak 43 37mm AA gun can deal with light armour like those damn USF Halftracks and Stuart Tanks. Overall it has huge shock value for an unprepared opponent.
But what about the StuG? Firstly, lets take a look at its basic stats:
Cost manpower: 230.0
Cost fuel: 80.0
Hitpoints: 400.0
Armour: 140.0
Rear armour: 70.0
Max speed: 6.0
Overall, not very impressive. It is easily outclassedby the Panzer IV. So what does the StuG bring to the table? What makes its worthy of our attention?
RANGE, ACCURACY & FIREPOWER!
When comparing the StuG and Panzer IV main gun, The StuG has a clear difference with its rival
1. Higher penetration (Decays over range, The StuG retains decent penetration even at Max range)
2. Higher accuracy (Lower scatter distance and angle)
3.Faster reload
But…
4.Lower AoE (This is a mark against, The StuG is less effective against infantry)
Overall, from the stats we can see that the StuG is a niche unit designed to take on armour. But wait! the StuG is so much more than what it appears at first glance!
Part 2: Turretless Terror
Strengths and Weaknesses
From the above stats the strength of the StuG is clear – It can pack a meaty punch against enemy armour, especially medium tanks such as t34s and Shermans.
The StuG’s accuracy also means that it can engage infantry. Often hitting and take out one or two models. I have seen situations where a StuG has squad wiped a wounded squad of 4 or 5, on retreat. I highly recommend the MG upgrade – for the small price of 50Mun you gain a clear advantage over those non-mechanised peasants
Mow down those non-mechanised peasants!
The price of the StuG also gives the Ostheer commander an edge. 230 MP and 80 Fuel makes it a relatively cheap unit. A full 120MP and 45 Fuel less than a Panzer IV. Its cost also allows the Ostheer commander to have armour up fast. Something which may cause some of the more livid enemy commanders to panic and make a bad decision in purchasing an unnecessary unit (i.e. an extra Guards Rifle, or a Bazooka upgrade without enough Mun, or throwing forward a t34 unsupported presuming that it will circlestrafe you because you are obviously a noob if you bought a StuG).
It is this price tag which makes the StuG a viable battlefield option. The fact that it can out-range and out-gun the first tanks the Allies throws at you, and the fact that you can normally get it up faster than their first tank makes the StuG a worthwhile unit.
We will delay this discussion for now. Though a fuller discussion on the StuG’s cost-effectiveness complimented by the Grenadier’s abilities will appear in the build order guide [coming soon]
But we should also consider its biggest weakness – the lack of a turret.
The StuG’s worst enemy is Circle strafing. Any allied tank can solo a StuG by running rings around our turret-less terror. In the hands of a Allied commander any tank can destroy the StuG without our beautiful little assault gun being able to land single shot.
However, the range and accuracy of the StuG plays to our advantage if we can micro our StuG correctly. The StuG’s range means it can fire off a few shots before the enemy tank has noticed, and closed in enough to fire back. These first few shots are critical to the StuG’s success on the battlefield. Its range and accuracy also means that disengaging a StuG is equally dangerous to engaging one. As a general rule, If you’re engaging first, you are likely to come off better than your opponent
Part 3: Use and tactics
Key tactical and micro pointers
The commandments of using your StuG
So how do we make effective use of our little turret-less terror? There are three commandments you must obey!
1.
Thou shalt always engage on thy own terms! The StuG’s lack of manoeuvrability and turret makes it tough to get out of an ambush. If your flanks are not secure, do not engage! Better to temporarily lose a point and gain it back later, than to rush in and waste MP and Fuel.
2. Thou shalt always sight ahead!
Your StuG is not a Panzer! It should not spearhead the attack. Let infantry lead, with your StuG behind laying waste to any armour ahead.
3.
Thou shalt make use of hotkeys! This is not only for your StuG. Make full use of the stop and reverse hotkey, it will improve your micro and ensure that your StuG is positioned in prime position (Protip: Traditionally hotkeys are odd and inconsistent, make the switch to grid based)
A happy and healthy StuG in its natural environment. Only if you follow the above commandments!
Those are the basics. Now let’s discuss tactics
StuGs perform best in enclosed spaces or bottlenecks where the flank is secure and where enemy circle strafing is not a possibility. The streets of Trois Point and side forest of Minsk Pocket are examples of maps that have plenty of those.
A StuG fighting in enclosed settings will have the advantage over T34s and Shermans, where speed and manoeuvrability are negated, making range and accuracy determines the outcome of the fight.
When confronting a bottleneck, on the offense the StuG should be slightly outside, firing into the bottleneck, rather than being in it. Only when its completely secure, should a StuG cross over. On the defence the same should apply – let the bastards come into range.
Situations to avoid are open spaces where circle strafing is possible. If you need to cross an open field, spread your units rather than advancing in a column. (That being said, Commandment 2 still applies) Early detection may save your life!
Part 4: Predator and Prey
Targets and countering unit
The StuG is both dangerous to armour and infantry – Surprisingly so for the latter
StuGs are suprisingly good at engaging infantry
Targets and general rules
Your targets will generally fall under these catergories:
Infantry and Light Vehicles – fair game, happy hunting
Medium armour – May need some support from Infantry like grenadiers to faust the incoming armour, but if you micro correctly you shouldn’t have too much issue
Heavy armour – Takes a bit of coordination to kill, Reverse and bait them into an ambush. Don’t move to flank, hold/hide the sides – Again, let the bastards come.
These are not hard and fast rules. Sometimes you can be caught off guard by light armour. Other times you will crush heavy armour due to a position and support. So don’t be stupid and judge each situation. Reverse out of any engagement, the first sign that something is going wrong.
Counters
With the right positioning and some support, A StuG will make short work of enemies
The StuG is a support gun. Just as you would not leave your machine gun squad alone, you would not keep a StuG too far away from a supporting infantry squad or vehicle.
Particularly dangerous opponents include:
Sherman Tanks & Sherman EZ8 – Your StuG out-ranges and should out-gun a regular Sherman. The EZ8 will give you a hard time because the gun has higher penetration, though you still have the accuracy and range advantage. A smart USF commander pops smoke and charges so prepared to re-position or pull back.
T34/85 – While you should have little problem with the regular T34s. The doctrinal /85 variant often appears in pairs, though not always depending on the commander. If you see one, push grenadiers forward and faust to slow them down, then reverse your StuG while firing.
AT guns – You will not win head on. Let infantry engage. Your Grenadier’s rifle grenade should make short work of them.
This article will be continued with a build order guide – Keep your eyes peeled for part 2 – where we will discuss units and doctrines that will keep our StuG safe, happy and murderously destructive!