OKW Fortifications Guide
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Thank you, Finndeed! Interesting Guide - I look forward to your next one.
No you don't
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It sounds like there's supposed to be minimap pictures with good tech placement positions. Well I don't see them
There is supposed to be those. I can see them, so it might be a problem your end?
Do you think this doctrine can counter snipers from soviet or at least help dealing with them with the bunkers and mine field?
Yes, it certainly can, also the forward reinforce and retreat point can help keep units on the field longer and reduce the time it takes them to get back into position. The other option is going for the Flak half track, which probably wont kill the sniper but also cant be killed by the sniper.
That said this doctrine and strategy doesn't have a direct counter to the sniper. Fall's are the best sniper hunting infantry unit OKW has. The luch's being the best vehicle.
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There is supposed to be those. I can see them, so it might be a problem your end?
My browser receives a 403 Forbidden response. The images are not public.
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Check your files on coh2.org.
Maybe its only viewable for staffmembers?
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My advice
-make it clear that you are talking about 1v1 near the start
-put the map analysis, after how to play the doctrine
-make it clearer that pak43 can shoot though houses trees etc as not everyone knows this
On the whole, it's a solid guide so I'm going to be trying out this doctrine more.
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Check your files on coh2.org.
Maybe its only viewable for staffmembers?
Just dont this, hope it helps!
Why get 3 volks before getting a Kubel, I find Kubel to be only useful early hence, I get it asap.
My advice
-make it clear that you are talking about 1v1 near the start
-put the map analysis, after how to play the doctrine
-make it clearer that pak43 can shoot though houses trees etc as not everyone knows this
On the whole, it's a solid guide so I'm going to be trying out this doctrine more.
You may be right, however my strategy in the early game is about containing the opposing force close to their base, and not really using your combat units for much capping. As the Kubel is no longer a good combat unit, i only really suggest you use it to cap points quickly while you carry on trying to contain the enemy.
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Just dont this, hope it helps!
I see the maps now, thanks
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Just dont this, hope it helps!
You may be right, however my strategy in the early game is about containing the opposing force close to their base, and not really using your combat units for much capping. As the Kubel is no longer a good combat unit, i only really suggest you use it to cap points quickly while you carry on trying to contain the enemy.
A fast Kubel can dominate the early game if you use it right - which is hard. The reason its good is that it can be repaired rapidly so pair it with your sturmpio and get an early leg up and then use it to cap once the pio is forced to retreat. However, this is punished by the universal carrier so don't use it vrs brit. This may not be the best way but it is a lot of fun.
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A fast Kubel can dominate the early game if you use it right - which is hard. The reason its good is that it can be repaired rapidly so pair it with your sturmpio and get an early leg up and then use it to cap once the pio is forced to retreat. However, this is punished by the universal carrier so don't use it vrs brit. This may not be the best way but it is a lot of fun.
This is indeed a good way of using the Kubel; you avoid bleed, but you also spend time using the Sturm pioneers to repair the kubel rather than fighting. As i suggest you have your Strums fighitng from the first minute, its likely you will have lost a model or two, making repairing slow and preventing you from retreating to reinforce.
The kubel is still an effective way to start a game, and i encourage you to try out loads of different ways of playing!
Good luck!
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I must thank you finndeed because due to this strat i can finnaly play without fearing snipers play from SOV. I've actually won vs a top 50 guy with this strat.
You are most welcome!