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OKW Special Operations: Double Agent

28 Jul 2014, 04:13 AM
#2
avatar of Gbpirate
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Posts: 1153 | Subs: 1

Does the Obersoldaten's STG 44 upgrade really give them benefit at close range? The description says it's long range and would make sense both practically and historically. A huge weight on the top of an assault rifle isn't so great in cqb, and the Russians reported accurate nighttime sniper fire later in the war from hundreds of meters, attributed to the vampir IR sights.
28 Jul 2014, 04:23 AM
#3
avatar of Ohme
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Posts: 889 | Subs: 1

The STG44 is better at close range than their regular rifles as well.
28 Jul 2014, 07:20 AM
#4
avatar of Flamee

Posts: 710

Great guide! I have used similar strat with that commander myself. Maybe next time I will try to use command Panther a bit more defensively as guide suggests. :)

Small grammar things I noticed:

28 Jul 2014, 12:54 PM
#5
avatar of Hati

Posts: 39

Very good guide. Quite enjoyed reading it. Thanks!
28 Jul 2014, 13:16 PM
#6
avatar of MajorBloodnok
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Patrion 314

Posts: 10665 | Subs: 9

Good guide

Some things I noticed

28 Jul 2014, 22:53 PM
#7
avatar of Neffarion

Posts: 461 | Subs: 1

by the time u get panther he already gets 2 kv1s
29 Jul 2014, 06:18 AM
#8
avatar of Milke Man

Posts: 26

29 Jul 2014, 15:15 PM
#9
avatar of Bravus

Posts: 503

Permanently Banned
This is just for team games, for 1v1 as OKW you dont have any chance (vs good player).

US 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.
29 Jul 2014, 15:34 PM
#10
avatar of jthompson333

Posts: 16

I'm coming back to COH2 and I'm finding strats like these refreshing. I tried it in a couple of team games last night vs. hard AI. (Basically, I don't feel I'm good enough yet to do pvp)

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?
29 Jul 2014, 17:58 PM
#11
avatar of broodwarjc

Posts: 824

Posted a replay of me using this strategy to really good effect if anyone wants to check it out:
http://www.coh2.org/replay/21333/awesome-2v2-using-spec-ops-double-agent-strategy
30 Jul 2014, 08:01 AM
#12
avatar of bämbabäm

Posts: 246

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.
30 Jul 2014, 10:20 AM
#13
avatar of gokkel

Posts: 542

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.
30 Jul 2014, 19:19 PM
#14
avatar of Corp.Shephard

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.
30 Jul 2014, 23:41 PM
#15
avatar of gokkel

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.
31 Jul 2014, 03:16 AM
#16
avatar of Corp.Shephard

Posts: 359

I like to put it a little bit of a forward position myself. As the power of artillery has been increasing I've sort of started backing it off a little.

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.
3 Aug 2014, 13:27 PM
#17
avatar of Sarantini
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Donator 22

Posts: 2181

Where did you get all thos eunit portraits? is there a link with all of those in an album or somethign?
3 Aug 2014, 22:31 PM
#18
avatar of Ohme
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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.
6 Aug 2014, 17:27 PM
#19
avatar of Einradfaun

Posts: 9

I guess you mean "defense", not "offense", in the closing paragraphs?
9 Aug 2014, 22:54 PM
#20
avatar of Corp.Shephard

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.
21 Jun 2015, 15:10 PM
#21
avatar of bortolocecchini

Posts: 4

Regarding the STG44, i think you must adjuste your excellent guide, because with one of the latest patches obersoldaten have lost the default LMG that now is an upgrade for 60 munitions.
The 90 munitions price is still high, but is not that mutch useless anymore, now it is a fair choise.
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