Luftwaffe Lockdown: A Guide to 1v1 OKW
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These guides are simply top notch
Thanks! We've been hard at work writing, editing, making images, and putting these together. Glad you like them!
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Thanks a lot!
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Edit: It worked really well! http://www.coh2.org/replay/19098/luftwaffe-lockdown-in-practice
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Here's a game I played yesterday with the build. It was a real challenge but you can see some of the strengths of the build out there.
http://www.coh2.org/replay/19049/okw-vs-soviet-42-minute-winter-brawl
I will advise people who follow this guide to maybe play a little more defensive with their Battlegruppe HQ truck. The aggressive locations that I noted are really good if you get the forward retreat point early. This was a bit easier to do in the Alpha due to a different economic situation. I still believe that these locations offer good strengths for players who are willing to walk back and use them.
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Very nice guide, about the Mechanized HQ, after u get a Panther, u can convert fuel to muni and spam Valiant assault and the other guys will wonder where does his infantry go. With the current meta, do you find any use for Sturmtiger or IR HT? I feel that they are mostly luxury unit. And about the Airborne assault, do not use it in the sector with the M8 or the 75mm GMC. Your falls will be killed as soon as they land, I found it the hard way in my last game.
I don't find any use for the IR Half-track currently. The unit is an luxury and I just don't have the resources for it.
I do believe in the Sturmtiger actually. It is a really silly unit but it has two things going for it:
1) Super destructive. This thing basically one-shots anything it hits. I've even seen monsters like IS-2s go down. It's crazy.
2) Although the range seems low it's actually just longer than 90% of enemy units vision range. If you screen it with Volks and keep the enemy busy then you can line up a shot an instantly kill whatever the Volks were fighting. Fire the Sturmtiger at max range and the enemy will never know that the shot is coming until it is too late.
All that being said though... I don't know if I can suggest it in a 1v1 in good faith. It costs nearly as much as a Panther (more manpower, less fuel) and while it can pay off in team games it's a huge gamble. I can't imagine a scenario where it would be the right choice.
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Ihr wollt es auf Deutsch lesen?
https://drive.google.com/file/d/0Bw4c0Ur9Im_FNEhRVV9aZFlXc0k/edit?usp=sharing
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As a side note, the Fortifications doctrine that you said was premium isn't actually purchasable, only droppable in war spoils.
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Great guide, definitely trying out this build tonight. Early munitions on grenades really does kill any chance of countering the fast vehicles most american players get.
As a side note, the Fortifications doctrine that you said was premium isn't actually purchasable, only droppable in war spoils.
It's true.
I wrote the line assuming that it would be purchasable.
Presumably it still says "Premimum" at the bottom of the commander but I have no idea.
GUIDE CATEGORIES
TABLE OF CONTENTS
- Luftwaffe Lockdown
- Introduction
- Luftwaffe Ground Forces Doctrine
- The Build
- Early Game
- Where do I set up my Battlegruppe HQ Truck?
- Kholodny Ferma
- Langreskaya, south
- Minsk Pocket, north
- Minsk Pocket, south
- Early Game, Part 2 (After Battlegruppe HQ)
- Late Game
- Countering Specific Strategies
- Fighting US: Mid Game BARs and Lieutenant Tech
- Fighting US: Fast Captain
- Fighting Soviets: Tier 1
- Fighting Soviets: Tier 2
- Recap