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Panzer vor! An OKW Elite Armor Doctrine guide

30 Dec 2014, 22:10 PM
#2
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Straightforward and strong. Nice guide. Thx DasDoomTurtle & Editors & Artist!
30 Dec 2014, 22:26 PM
#3
avatar of Spielführer

Posts: 320

I also like it, but still the Commander is underperforming.
30 Dec 2014, 23:22 PM
#4
avatar of korgoth

Posts: 170

The Panzer Commander seems to be bugged sometimes and not even increase the sight range of the tank.
30 Dec 2014, 23:38 PM
#5
avatar of chipwreckt

Posts: 732

The signal relay (first one) does not only show where the units are. If you use the tactical map you are able to hover over and it shows what it is!
30 Dec 2014, 23:55 PM
#6
avatar of VonIvan

Posts: 2487 | Subs: 21

WAR SPOILS, GIMME THIS DOC ALREADY. :snfPeter:
30 Dec 2014, 23:57 PM
#7
avatar of RandomName

Posts: 431

I also still do not own this doctrine :(
30 Dec 2014, 23:58 PM
#8
avatar of FeelMemoryAcceptance

Posts: 830 | Subs: 2

1- Puma useless vs soviet

2- Puma not good against usf, because if Puma, no Obers .... so you are weak vs usf Inf Bars or para etc .... if you go puma vs usf you are dead.

3- t-2 and t-3 and no medic ? and if you make a medic too ... why call Pz4s when you can call KT for some fuel more ...

4- Why schrek if you have puma ?

5- it's an M3 for soviet ? If you go M3 with soviet, you are very weak vs a haltrack from t-2 okw, you are dead.

6- AA HT as usf when okw have a puma ? LeL

7- You are not anymore a strategist ... Go in the battlefield and listen my orders ! MVGame
31 Dec 2014, 00:26 AM
#9
avatar of DasDoomTurtle

Posts: 438

jump backJump back to quoted post30 Dec 2014, 23:22 PMkorgoth
The Panzer Commander seems to be bugged sometimes and not even increase the sight range of the tank.


I tested this in game few times now, have not seen it fail. Could the issue lie with line of sight? That would hinder the commanders abilities to increase the sight range.
31 Dec 2014, 00:28 AM
#10
avatar of DasDoomTurtle

Posts: 438

The signal relay (first one) does not only show where the units are. If you use the tactical map you are able to hover over and it shows what it is!


The tactical map allows for it see what it is? This is news to me, ill check that out. Guess I dont use the perk enough nor do I use my tactical map often :blush:
31 Dec 2014, 05:18 AM
#11
avatar of Storm

Posts: 32

Your guide states that OKW has 100% munition income when that was actually reverted back.
31 Dec 2014, 07:36 AM
#12
avatar of Gluhoman

Posts: 380

Good guide, but OKW is a blob faction, not combined arms.
31 Dec 2014, 09:03 AM
#13
avatar of wuff

Posts: 1534 | Subs: 1

Nice write up but I still don't think they're viable tanks.

Lucky for me I have 2 of these commanders :/
31 Dec 2014, 10:30 AM
#14
avatar of gokkel

Posts: 542

Elite Armor Doctrine one of the strongest commanders? Well, each to their own I guess :)
31 Dec 2014, 10:42 AM
#15
avatar of tiburon680

Posts: 130

THX for the guide and for the war spoils for give me the comander 4 times, is not a joke :banana:
31 Dec 2014, 12:28 PM
#16
avatar of Vladislavs89

Posts: 116

Very nice guide. Have been wanting to test this commander out for quite a while now.

However, two things I am not sure about:

1) Three Sturmpioneers? I can't imagine it being a good idea considering that they are very expensive to reinforce and are not very durable.
2) Static defenses. Nice idea, but all that wiring off requires quite a bit of time, which I personally would rather use capping points and supporting other units.

But learned some nice details (didn't know that HEAT rounds are not very accurate). Thanks.
31 Dec 2014, 14:03 PM
#17
avatar of DasDoomTurtle

Posts: 438

Very nice guide. Have been wanting to test this commander out for quite a while now.

However, two things I am not sure about:

1) Three Sturmpioneers? I can't imagine it being a good idea considering that they are very expensive to reinforce and are not very durable.
2) Static defenses. Nice idea, but all that wiring off requires quite a bit of time, which I personally would rather use capping points and supporting other units.

But learned some nice details (didn't know that HEAT rounds are not very accurate). Thanks.


The initial sturmpioneers are there to help you win the tough early game. The third later on allows you a substantial amount of repair ability. When tanks come upon the field thier ability to repair fast (vet and upgrade) means the PZIVS can have the ability to fight more often. And yes wiring does take time but it allows you the ability to funnel enemy into your field of fire and on your terms.
31 Dec 2014, 15:06 PM
#18
avatar of DontyouknowKim

Posts: 49

you can know what tank it is by using tactical map though
31 Dec 2014, 15:39 PM
#19
avatar of Doongie

Posts: 8

Forgot the counter of a Timed satchel charge from a soviet player, which will decimate a pio blob. Since they can put it away, it would benefit to get a minesweeper.
31 Dec 2014, 16:25 PM
#20
avatar of DasDoomTurtle

Posts: 438

jump backJump back to quoted post31 Dec 2014, 15:39 PMDoongie
Forgot the counter of a Timed satchel charge from a soviet player, which will decimate a pio blob. Since they can put it away, it would benefit to get a minesweeper.


Avoiding a timed satchel is a micro issue not really in need of a counter. Minesweeper comes with upgraded repair ability which is necessary for the fast repair of the tanks. :D
31 Dec 2014, 16:47 PM
#21
avatar of GuyFromTheSky

Posts: 229

It should be noted that sturmpios are worthless on the move. Stand still to get max DPS.
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