Help me improve OKW 1on1
by
blvckdream
28th January 2017, 18:45 PM
- [00:00:10] blvckdream:
- [00:00:19] TH.Grenadier:
- [00:28:30] blvckdream:
- [00:28:34] blvckdream:
- [00:28:37] blvckdream:
28 Jan 2017, 18:45 PM
#1
Posts: 2458 | Subs: 1
What are the best steps to improving? What are my most obvious weaknesses? Please help
28 Jan 2017, 23:20 PM
#2
Posts: 4183 | Subs: 4
Things you did well:
Build order: This was by the book, Volks -> kubel -> volks -> volks -> tech. Very standard, very solid. After this point though you floated manpower heavily, get a rakatten or an MG34 once your tech truck has gone up. The safe choice is the rakatten because good allied players will always bring out a light vehicle in this meta. You got the MG34 but it was a bit late and came at the same time as your luchs. It also took you awhile to get the rakatten. If you don't have premptive AT a t70s alpha damage (revealing of the T70) will wipe 1 squad easily and possibly more.
Capping: Initial capping order was pretty good, sturms to the fuel and volks and kubel to connect it. Lacked capping lategame though because you blob capped. This means you had more than 1 squad capping at a time on the same point. If you're not fighting with those units its a waste of time for all but 1 of those squads.
Things to improve on:
Overall micro: A lot of times I just saw a lot of blobing and rushing head first into MGs. MGs will suppress large groups of units because the suppression effect effects units in an AoE of the unit being targeted. Space out your squads, come in from 4 different directions. If you're having trouble with unit control try using control groups. Ctrl + 0-9 will set a control group and then selecting that number will select that unit after. Next when you got preoccupied with another engagement othe engagments suffered HEAVILY. No grenade dodges, suppressed squads were often pinned and somewhat frequently wiped out. Squad preservation is very important on OKW as they have 5 levels of veterancy compared to the 3 of the other factions.
Later game choices: In high tier games the stuka is a HUGE risk. It rarely will ever work out as OKW has higher teching cost fuel wise than other factions and have more expensive armor. This is a significant gap between armor arrival times of factions against OKW. 100 fuel is simply to expensive and it can be dived by medium armor and has a sizeable chance to die if no premptive actions are taken to prevent it from being dived. The 2nd luchs was a bit much for the state of the game at that point, and delayed your Panzer headquaters (T4) teching. This either kept you from ever teching T4 or you just did not tech it for another reason, but getting that t4 down while risky in the current state of the game will allow you to field medium armor and eventually a King Tiger. As well as the Obersoldaten, one of the best infantry squads in the game.
Decrewed weapons: Multiple times you were able to decrew a maxim or zis guns but you did nothing with them. Destroy them with your own rakattens, sturm pioneer panzerscreck, command panther, scavenge them, steal them, just do something with them if you can. Letting your opponet recapture those weapons is like rebuilding that squad he lost for 50% off. To destroy a team weapon use the attack command "Q" on grid keys.
Put your AT weapons on prioritze vehicles. the damage they do to infantry is insignificant and only reveals the position of your AT weapons. If your opponet knows the location of your AT, he can move his forces in a way where it will be ineffective or outflank and kill your AT.
If you are ever playing against a soviet player and you upgrade your sturms with a panzerscreck you will lose very quickly against higher level players. The panzerschreck is not bad, but you have zero detection for mines and demos. High tier players will realize you have no detection and wipe squads with demo charges all day. You lost a luchs to a demo charge and even had the sturmpios nearby, no detection gear though. If you want a panzerscreck build another sturm pio for the sweeper if you cannot wait. Thats also another place you could've spent your manpower float, you had 2 luchs and no detection, a sturm pio would've been fantastic.
Mines win games.
Lastly if you have a command panther use the 35 munitions "Coordinated fire" ability on your opponets armor. That ability is borderline broken, raising all incoming damage against that target by 1.5x for 35 munitions.
Overall you have a very solid foundation of OKW. Solid build orders, good commander selection for 1v1 and good capping order early. Just need to improve on keeping your squads spaced and busy. AT always on prioritize, build mines and minesweepers so your infantry and tanks are safe.
Build order: This was by the book, Volks -> kubel -> volks -> volks -> tech. Very standard, very solid. After this point though you floated manpower heavily, get a rakatten or an MG34 once your tech truck has gone up. The safe choice is the rakatten because good allied players will always bring out a light vehicle in this meta. You got the MG34 but it was a bit late and came at the same time as your luchs. It also took you awhile to get the rakatten. If you don't have premptive AT a t70s alpha damage (revealing of the T70) will wipe 1 squad easily and possibly more.
Capping: Initial capping order was pretty good, sturms to the fuel and volks and kubel to connect it. Lacked capping lategame though because you blob capped. This means you had more than 1 squad capping at a time on the same point. If you're not fighting with those units its a waste of time for all but 1 of those squads.
Things to improve on:
Overall micro: A lot of times I just saw a lot of blobing and rushing head first into MGs. MGs will suppress large groups of units because the suppression effect effects units in an AoE of the unit being targeted. Space out your squads, come in from 4 different directions. If you're having trouble with unit control try using control groups. Ctrl + 0-9 will set a control group and then selecting that number will select that unit after. Next when you got preoccupied with another engagement othe engagments suffered HEAVILY. No grenade dodges, suppressed squads were often pinned and somewhat frequently wiped out. Squad preservation is very important on OKW as they have 5 levels of veterancy compared to the 3 of the other factions.
Later game choices: In high tier games the stuka is a HUGE risk. It rarely will ever work out as OKW has higher teching cost fuel wise than other factions and have more expensive armor. This is a significant gap between armor arrival times of factions against OKW. 100 fuel is simply to expensive and it can be dived by medium armor and has a sizeable chance to die if no premptive actions are taken to prevent it from being dived. The 2nd luchs was a bit much for the state of the game at that point, and delayed your Panzer headquaters (T4) teching. This either kept you from ever teching T4 or you just did not tech it for another reason, but getting that t4 down while risky in the current state of the game will allow you to field medium armor and eventually a King Tiger. As well as the Obersoldaten, one of the best infantry squads in the game.
Decrewed weapons: Multiple times you were able to decrew a maxim or zis guns but you did nothing with them. Destroy them with your own rakattens, sturm pioneer panzerscreck, command panther, scavenge them, steal them, just do something with them if you can. Letting your opponet recapture those weapons is like rebuilding that squad he lost for 50% off. To destroy a team weapon use the attack command "Q" on grid keys.
Put your AT weapons on prioritze vehicles. the damage they do to infantry is insignificant and only reveals the position of your AT weapons. If your opponet knows the location of your AT, he can move his forces in a way where it will be ineffective or outflank and kill your AT.
If you are ever playing against a soviet player and you upgrade your sturms with a panzerscreck you will lose very quickly against higher level players. The panzerschreck is not bad, but you have zero detection for mines and demos. High tier players will realize you have no detection and wipe squads with demo charges all day. You lost a luchs to a demo charge and even had the sturmpios nearby, no detection gear though. If you want a panzerscreck build another sturm pio for the sweeper if you cannot wait. Thats also another place you could've spent your manpower float, you had 2 luchs and no detection, a sturm pio would've been fantastic.
Mines win games.
Lastly if you have a command panther use the 35 munitions "Coordinated fire" ability on your opponets armor. That ability is borderline broken, raising all incoming damage against that target by 1.5x for 35 munitions.
Overall you have a very solid foundation of OKW. Solid build orders, good commander selection for 1v1 and good capping order early. Just need to improve on keeping your squads spaced and busy. AT always on prioritize, build mines and minesweepers so your infantry and tanks are safe.
29 Jan 2017, 13:16 PM
#3
Posts: 2458 | Subs: 1
WOW.
Thank you so much.
I am amazed by how helpful your answer is and that you took the time to watch to replay and write such a detailed answer.
You are right about the Sturmpios and that I should equip them with detectors against Soviets. There were 1on1 games which I basically lost because of demo charges and mines.
I also don´t know why I overlooked the Focus fire ability of the Command-Panther. It seems to be very strong. Even seems quite OP. I really missed out on that.
I also noticed the problem of leaving team-weapons behind because the enemy can just get them back. I usually feel like I dont have the time to destroy or steal them or that is too risky to do so. I will need to work on that.
Thank you so much.
I am amazed by how helpful your answer is and that you took the time to watch to replay and write such a detailed answer.
You are right about the Sturmpios and that I should equip them with detectors against Soviets. There were 1on1 games which I basically lost because of demo charges and mines.
I also don´t know why I overlooked the Focus fire ability of the Command-Panther. It seems to be very strong. Even seems quite OP. I really missed out on that.
I also noticed the problem of leaving team-weapons behind because the enemy can just get them back. I usually feel like I dont have the time to destroy or steal them or that is too risky to do so. I will need to work on that.
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