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How to deal with Calliope

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# 1Shadilay Apr 15 2018, 09:38 AM
Hi, so yesterday I was playing a game against my friend as Wehr against US on north Langres, and the game was pretty good for me (I had 48 kills on my sniper, but then he killed it with his sherman when he was retreating, but I destroyed the sherman immediately after so it was worth xD), but then he made his Calliope, and it totally destroyed my paks, MGs and bunkers. So I was just wondering how do u usually destroy a Calliope ? I thought about rushing out a panther, but he always had a sherman and rifles with sticky bombs to support it ready.

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# 2TrueLancer Apr 22 2018, 17:11 PM
QUOTE(Shadilay @ Apr 15 2018, 09:38 AM) *

Hi, so yesterday I was playing a game against my friend as Wehr against US on north Langres, and the game was pretty good for me (I had 48 kills on my sniper, but then he killed it with his sherman when he was retreating, but I destroyed the sherman immediately after so it was worth xD), but then he made his Calliope, and it totally destroyed my paks, MGs and bunkers. So I was just wondering how do u usually destroy a Calliope ? I thought about rushing out a panther, but he always had a sherman and rifles with sticky bombs to support it ready.


A panther is fine.

If you go that route, the purpose then isn't to rush in and destroy the Calli. That would be ideal, but not realistic. You just need to do some damage to scare it off and keep it from getting close enough to make its rockets count. Remember, a piece of equipment held back doing its job poorly is not as good as destroying it, but still does the job *you* wanted to do.

An easier strategy is to distribute out your forces. PAKs and MGs work because they are static pieces supporting an area. If your whole offense and defense falls apart the moment they are revealed, then you need to do a better job of not putting a single lynchpin in your line. Spread out more. Keep your MGs moving. If troops pull back without moving over to counter your MG, it suggests they're lining up the Calli so they can just brute force the troops straight in. Same with a PAK - that first stealthed shot is worth two unstealthed shots, so if it gets off a stealth shot but doesn't look like it's going to destroy something, there's no reason to keep shooting. Reposition it and accept the small victory of them having to pull armor back to repair rather than going for a full victory that just gets your PAK exploded by sky rockets.

Bunkers are harder to protect because they never move, so you can't do anything with the bunker itself to protect it. Instead, you have to rely on your offense. The further from the bunker, the less accurate the rocket spread is. Shooting at a bunker from max Calli range is a waste since most of the damage doesn't hit it and it needs a few barrages to destroy it. You can easily repair it between (and even THROUGH) a barrage at max distance. If the Calli wants to get that bunker, it needs to get closer. Point blank can wreck a bunker in one barrage, but you can still do significant damage if you get closer to half the maximum range.

Recognize that range and threaten that area. Make it a kill zone. Make it so that they can't easily press up into that area without being subjected to the might of your entire force. It's actually fine if they start to flank around to the sides - it's not as easy to support vehicles out that far and you can get a better sense for enemy movements with some aggressive forward lines. You want to dislodge the enemy from the strong shooting positions to completely stop them from Calli'ing you and failing that push them to flow around the sides where you can more easily do damage and capitalize on mistakes.

A panther isn't a bad choice if you're willing to back it up, but be willing to accept other alternatives, too. Panzershreks aren't the best but make for a safer AT platform as you can retreat back faster than a PAK. Consider the heavy tanks as a way to push back and blunt the force a Calli can do rather than to just destroy it in one pass. Sure, those rifles might screen his tanks and keep them from taking damage, but doing manpower damage can help you start getting the advantage, especially if the Calli goes from "major threat" to "annoyance".

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Game: Company of Heroes


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# 3Shadilay Apr 28 2018, 06:10 AM
QUOTE(TrueLancer @ Apr 22 2018, 17:11 PM) *

A panther is fine.

If you go that route, the purpose then isn't to rush in and destroy the Calli. That would be ideal, but not realistic. You just need to do some damage to scare it off and keep it from getting close enough to make its rockets count. Remember, a piece of equipment held back doing its job poorly is not as good as destroying it, but still does the job *you* wanted to do.

An easier strategy is to distribute out your forces. PAKs and MGs work because they are static pieces supporting an area. If your whole offense and defense falls apart the moment they are revealed, then you need to do a better job of not putting a single lynchpin in your line. Spread out more. Keep your MGs moving. If troops pull back without moving over to counter your MG, it suggests they're lining up the Calli so they can just brute force the troops straight in. Same with a PAK - that first stealthed shot is worth two unstealthed shots, so if it gets off a stealth shot but doesn't look like it's going to destroy something, there's no reason to keep shooting. Reposition it and accept the small victory of them having to pull armor back to repair rather than going for a full victory that just gets your PAK exploded by sky rockets.

Bunkers are harder to protect because they never move, so you can't do anything with the bunker itself to protect it. Instead, you have to rely on your offense. The further from the bunker, the less accurate the rocket spread is. Shooting at a bunker from max Calli range is a waste since most of the damage doesn't hit it and it needs a few barrages to destroy it. You can easily repair it between (and even THROUGH) a barrage at max distance. If the Calli wants to get that bunker, it needs to get closer. Point blank can wreck a bunker in one barrage, but you can still do significant damage if you get closer to half the maximum range.

Recognize that range and threaten that area. Make it a kill zone. Make it so that they can't easily press up into that area without being subjected to the might of your entire force. It's actually fine if they start to flank around to the sides - it's not as easy to support vehicles out that far and you can get a better sense for enemy movements with some aggressive forward lines. You want to dislodge the enemy from the strong shooting positions to completely stop them from Calli'ing you and failing that push them to flow around the sides where you can more easily do damage and capitalize on mistakes.

A panther isn't a bad choice if you're willing to back it up, but be willing to accept other alternatives, too. Panzershreks aren't the best but make for a safer AT platform as you can retreat back faster than a PAK. Consider the heavy tanks as a way to push back and blunt the force a Calli can do rather than to just destroy it in one pass. Sure, those rifles might screen his tanks and keep them from taking damage, but doing manpower damage can help you start getting the advantage, especially if the Calli goes from "major threat" to "annoyance".




Thank you very much for your answer.

Posts: 35


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# 4miegorengwithprawns Jul 3 2018, 00:30 AM
QUOTE(Shadilay @ Apr 15 2018, 19:38 PM) *

I was just wondering how do u usually destroy a Calliope ?


I wouldn't generally go with a (singular) Panther. At 600/110 expensive, single target, highly vulnerable to infantry, easily destroyed completely once immobilised (a Wehr vehicles bug certainty) by a single ssticky bomb (self-guiding never miss missile) which is a cheap universally available inf ability. Whilst Panthers inarguably do hit armour harder per hit, one gun doesn't hit it as frequently and potentially from different angles thus cumulatively 'harder' as x2 StuG IIIs or x2 PzKpfw IV if you're going the armoured antidote route.

A well played Calliope, or two, can be devastating against vet inf (inc PE's), especially where holding a def line with supporting anything slow to move or immovable, e.g. MGs, mortars, PaKS, Nebels, bunkers etc.

The micro involved will rapidly cause the Wehr players play will deteriorate as his concentration and multi-tasking becomes overloaded and he starts to loadshed. Because of the consequence of this, retreating and losing control of the field plus high resource bleed, IME once things in 1v1 get to the required CP and MP to spare for a non-desperation Calliope call-in when the US player is holding their own, it's time to terminate him and end the game quickly, especially if Wehr's tactical play has an infantry superiority focus.

Been on both sides of that Calliope 1v1 lots. Armour is my fav US doctrine when practicable.

I think how you as Wehr take out the Calliope is highly circumstantial in every game.

In the circumstances you describe, it depends upon what you have available. I'm an advocate of Clausewitzian superiority of numbers. Because of my preferred highly mobile offensive defence style of play, here's how I'd most probably do it.

Unless US has a wall of AT supported by suppressing MGs, multiple Quad HTs, MG bunkers etc preventing your inf from 'at em', surprise Blitzkrieg Assault with 3 or 4 Vet II or III StUGs will do it fast, and you should get back with all of them, perhaps losing one, two if things go pear shaped.

Works best if you can get move to an FUP as close as possible to the Calliope from which to launch unobserved -in your territory without any US obs, preferably on the less protected front or flank. I love StuGs once you get to Vet II or better. Cheap, tough as nails, suppress infantry well, crush infantry, hit what they shoot at once vet, and multiples offer advantage of blocking and bracketing concurrently presenting as multiple targets. With x3 or x4 L/48 75s pounding away they will cruel a Calliope or two fast.

Of course, the switched on US player will just activate Field Replacement if he's floating muni. How you deal with that is again circumstantial dependent upon how much counter-damage your StuGs are taking and whether they can loiter, hold fire, and wait until that ability expires. Regardless, even if he does and you withdraw immediately to repair and save your StuGs for another opportunity, eventually he will run out of sufficient muni to activate that more than a couple of times consecutively, three times at most generally in single player. Regardless, psychologically it tends to make your opponent less brazen with his Calliopes, shepherding them more, firing them less frequently and more targeting more hastily. Overall he uses them with lessened efficacy.

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