OKW Special Operations: Double Agent
Posts: 1153 | Subs: 1
Posts: 889 | Subs: 1
Posts: 710
Small grammar things I noticed:
Posts: 39
Posts: 10665 | Subs: 9
Some things I noticed
Posts: 461 | Subs: 1
Posts: 26
Posts: 503
Permanently BannedUS inf. too OP and with better rng's and the SOV's mass spam rulz.
You need run for panther or king tiger, but need luck for stay in the game on that point.
Puma for me is a waste of fuel (paper armor), is better go for 1 jad.
Posts: 16
Thanks very much for the guide.
It can be quite effective if you are controlling enough of the fuel on the map. I'm almost finding that learning to use the Puma is a necessity. U.S. gets the flak track really early, and, the Soviets always have some sort of infantry flame thrower spam happening with the AI.
Also if the enemy is largely going with a lot of mobile firepower (i.e. light vehicles, and blobs of infantry that never sit still) on a larger map, that walking stuka can be very difficult to use.
Its almost worth it to just wait it out for Jagdpanzer or the Command Panther on larger maps with a mobile enemy.
On larger maps with less buildings that this strat seems more difficult to use. Unless of course you are "balsy" enough to setup your retreat point closer to fuel points and pray you can protect it.
Plus having a Ostheer teammate helps- MG's, P IV's, etc.
Great guide though. Gets me to thinking, What else can I do with OKW?
Posts: 824
http://www.coh2.org/replay/21333/awesome-2v2-using-spec-ops-double-agent-strategy
Posts: 246
The unit profile (and I think the description too) says
"Rank 1: Adds the ‘Combat Blitz’ ability, increases the movement speed of the Panther at the cost of rate of fire and accuracy.
Rank 2: Veteran tanks receive armored skirts as well as improved weapon tracking. Command aura now increases weapon accuracy. Does not apply to Command Panther.
Rank 3: Battle hardened crews improve vehicle mobility and rate of fire. Command aura now improves unit rate of fire. Does not apply to Command Panther."
In case these descriptions are correct, the panther does improve at vet 1-3.
Posts: 542
Posts: 359
Regarding the cons of the command panther: "Veterancy bonuses only improve the aura. The Command Panther does not improve."
The unit profile (and I think the description too) says
"Rank 1: Adds the ‘Combat Blitz’ ability, increases the movement speed of the Panther at the cost of rate of fire and accuracy.
Rank 2: Veteran tanks receive armored skirts as well as improved weapon tracking. Command aura now increases weapon accuracy. Does not apply to Command Panther.
Rank 3: Battle hardened crews improve vehicle mobility and rate of fire. Command aura now improves unit rate of fire. Does not apply to Command Panther."
In case these descriptions are correct, the panther does improve at vet 1-3.
You're right here.
The Command Panther gets less benefits to itself with Veterancy than a normal Panther. It's a detail that I only recently confirmed. It does get some though.
What about Katyushas? I don't think there is a point in setting up the medic truck as a retreat point in the current state of the game, since Katyushas will destroy it anyway.
The Katyusha will get nerfed I believe. I tried to write the guide with a forward looking perspective.
That being said I advise if your enemy has Katyushas or Howitzers to deactivate or just not upgrade your medical HQ truck.
Posts: 542
The Katyusha will get nerfed I believe. I tried to write the guide with a forward looking perspective.
That being said I advise if your enemy has Katyushas or Howitzers to deactivate or just not upgrade your medical HQ truck.
Fair enough, I just wanted to know if you believe it makes still sense to build the Medic Truck forward so you can reinforce closer to the battlefield, or if it is better to just build it at your own base to use it only for the healing (and for the leIG) so that you don't risk losing the truck itself so easily, seperately seen from the risk of getting shot by artillery after a retreat to the forward point.
I am a bit undecided on that myself, because I think especially the leIG profits a lot from having the Medic truck and retreat point not too far away. On the other hand I don't know if I can afford the possibility to lose the truck.
Posts: 359
I haven't encountered the Katyusha in the wild that much yet which is probably a blessing.
You can sometimes shield it from rockets with the right terrain but not all maps have big enough buildings or hedgerows.
Posts: 2181
Posts: 889 | Subs: 1
Where did you get all thos eunit portraits? is there a link with all of those in an album or somethign?
I assembled them by combining the units in-game portrait with its icon. I really haven't cataloged it yet, but you can find many of them by viewing the faction unit guides/command guides for okw/us. There is a complete Wehrmacht set as well that isn't all in one place. Soviets are not complete, but near completion.
If you want to use them to write a guide or something, send me a PM and I can get you some links.
Posts: 9
Posts: 359
I guess you mean "defense", not "offense", in the closing paragraphs?
I'm not sure what you mean.
Basically with this strategy you want to be on the defensive. You don't want to be on the offensive. This strategy picks up both an le.IG Infantry Support Gun and Walking Stuka. Any sort of "stalemate" where you hold the lion's share of resources is good for the strategy. You can hold the enemy at bay and pound them into submission with artillery.
That's why the ISU-152 is so dangerous. You can't stay on the defensive against it. It will snipe squads and cause squad-wipes slowly until you break. You have to go out there and kill it. You have to go on the offensive where Volksgrenadiers and Command Panthers will be vulnerable.
It's also why the B-4 is dangerous as well.
Posts: 4
The 90 munitions price is still high, but is not that mutch useless anymore, now it is a fair choise.