OH officer
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the OH officer is a nice unit, but i think its refreshment cost is just too high, with the current changes to grens i think the officer should refresh with 28 instead of 30, 30 is just too high for a non upgratebale 5 men mp40 sqad
The time is more of an issue than the cost imo. The reinforcement time is painfully long. The unit a CQB and suffer casualties making things worse.
In addition the units combat performance is remarkably inferior to that of UKF officer and it should become allot closer especially since it a doctrinal unit that arrives later.
(actually the squad is armed with 4 MP-40 and 1 luger)
Posts: 498
The time is more of an issue than the cost imo. The reinforcement time is painfully long. The unit a CQB and suffer casualties making things worse.
In addition the units combat performance is remarkably inferior to that of UKF officer and it should become allot closer especially since it a doctrinal unit that arrives later.
(actually the squad is armed with 4 MP-40 and 1 luger)
I see the OH officer more as an utility unit (like USF major) than a dedicated combat squad (like UKF officer), it's close range capability (+self buff ability) is just an extra, the focus should be on the very useful smoke arty, aura buff and arty call-ins. In other words, you are not meant to put this unit in the first row of combat.
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I see the OH officer more as an utility unit (like USF major) than a dedicated combat squad (like UKF officer), it's close range capability (+self buff ability) is just an extra, the focus should be on the very useful smoke arty, aura buff and arty call-ins. In other words, you are not meant to put this unit in the first row of combat.
?
The unit has an ability called "diversion" because it is meant to fight at the front line.
Is meant to be support unit it should be cheaper have and have less pop.
"Artillery Field Officer
The AF officer has received a major overhaul to allow this unit to not only provide a potent support role, but also act as a unit that can lead an assault to help breakthrough the enemy lines and push away infantry units at close range."
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Just a little odd when the German officers are both of the "assault" variety.
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?
The unit has an ability called "diversion" because it is meant to fight at the front line.
Is meant to be support unit it should be cheaper have and have less pop.
"Artillery Field Officer
The AF officer has received a major overhaul to allow this unit to not only provide a potent support role, but also act as a unit that can lead an assault to help breakthrough the enemy lines and push away infantry units at close range."
Based on description, yes.
Based on unit stats, nope, you are better of keeping it little behind, using it's concentrated fire aura to buff the blob around it. That actually covers the 'leading breakthrough' part. As for 'pushing away infantry 'units, it only means that it is now viable to be used in cqc against other, non-cqc squads, cuz I remember it was a rather terrible close range unit before the buff. But even then you have to carefully pick your targets, you won't go head-on against long range units with the officer. Especially without escorting squads, cuz then it is guaranteed you lose models and the engagement as well.
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Based on description, yes.
Based on unit stats, nope, you are better of keeping it little behind, using it's concentrated fire aura to buff the blob around it. That actually covers the 'leading breakthrough' part. As for 'pushing away infantry 'units, it only means that it is now viable to be used in cqc against other, non-cqc squads, cuz I remember it was a rather terrible close range unit before the buff. But even then you have to carefully pick your targets, you won't go head-on against long range units with the officer. Especially without escorting squads, cuz then it is guaranteed you lose models and the engagement as well.
These are the patch notes and reveals the intention and design of the unit...Weather it is good at or not (with current level of CQB unit the majority of which received buffs) it is another story.
And that my point, if the UKF officer is the the correct power level (and I doubt that) the Ostheer officer combat effectiveness needs to be improved. If it is to redesign so be it.
Posts: 498
OH officer is full of powerful supporting tools and the faction also has good non-doc cqc squad, it doesn't really need a buff.
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UKF officer barely has any support abilities, so it's fine that it's good at CQC. It also fills a role (non-doc next patch) which UKF is lacking.
OH officer is full of powerful supporting tools and the faction also has good non-doc cqc squad, it doesn't really need a buff.
The majority of officer like:
OKW officer
USF LT/Cap
UKF Officer
Commissar
Have quite good fight capability.
The only other officer with poor fighting skill is the Major. He combines thou low pop/cost and high utility.
The Ostheer officer should follow one of these 2 designs. Either have it pop/cost reduced or have its combat capability brought up to other CQB troops.
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The arty officer has 3 different arty abilities and a powerful buffing aura. The closest we had to the latter was the okw officer's passive aura, which was deemed op and the whole unit got reworked. In my book these 4 abilities pretty much cover Major level high utility while also being better than it in combat.
The utility of major is unparalleled while being a stock unit and that is not my point. Major combines high utility low pop and price making an extremely cost efficient unit.
Ostheer officer combat effectiveness is diminishes after a few minutes, he can not keep up with other CQB units or mid long enemy infantries once they buy weapons. In the latest WC2019 cap not one single officer was built even when the ostruppen doctrine was chosen.
The unit needs to be looked at. I have little more to add.
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Also, OH officer is a team game oriented unit while Major is a must build.
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I dunno whats sooo unparalleled on Major's recon and arty, compared to an aura buff and 3 arty, but whatever...
One of the OH artillery officer abilities requires existing indirect fire assets to be in range so if you dont have any, it's a useless ability.
The mortar barrage is weaker than the major arty especially with vet. Both are easily dodgeable but the majors is better vs structures which cant move.
Recon is extremely powerful in this game, a non doc recon pass is incredibly good.
Major has forward retreat ability.
Major costs less to repurchase should you lose it and gains shared exp meaning vetting him up again isnt too hard.
Though the major does fare worse in direct combat, this can be offset somewhat by kitting him with weapons-in particular the 30cal LMG or zooks.
Finally vet 3 sprint makes him great for capping.
I'd say decoy smoke vs smoke barrage have similar utility but the smoke barrage is slightly more powerful.
I dont ever recall the passive aura for the sturmofficer being considered OP. In fact the problem with the sturmofficer was that nobody good ever picked it since it was a volatile unit(caused mass retreats to yourself) and the aura he provided didnt make up for his own lack of firepower compared to just getting a squad of obers instead.
The artillery officer aura fits into a similar category except that it only lasts a measly 20seconds with a tiny radius and costs you munitions instead of being passive.
I am not saying the artillery field officer is bad, in fact I really really like using the unit and I think it is criminally underrated but there is definitely no comparison to the Major's utility especially given that its non doc.
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...
I have to add here forward retreat point, smoke grenade, lock sector and the 3 extra shells at vet 2.
The combination of cheap cost, smoke grenade and rapid barrage make major even worth sending him to extremely dangerous mission since he can cause more bleed than his actual cost.
The unit is extremely cost efficient especially with pop of 3.
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The officer squad is basically an Assault Grenadier squad without sprint, that comes later (read: will be up against vetted infantry) and has 1 MP40 swapped for a Luger. In most engagements you'Il trade badly with them, even when using the squad correctly with smoke.
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