Panzer vor! An OKW Elite Armor Doctrine guide
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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
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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.
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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
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Lucky for me I have 2 of these commanders :/
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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.
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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.
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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.
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