1. Osttruppen - Insanely strong vs Soviets and USF early game because you badly outnumber them early and rapidly pivot into mid game LV and Pgrens. Capable combo with sniper vs UKF.
2. 5man Grens - VSL Grenadiers are the strongest mainline in the game. As allies you always need to outnumber them in order to win engagements, and even then G43s can chase wipe.
3. Extreme firepower - Rifle grenades, machine guns, bundle grenades, flamethrower halftruck. There’s no faction in coh2 with the extreme firepower Ostheer can bring to the table, obliterating dozens of enemy models in mere seconds and making a complete mockery of squad sizes. Rifle grenades are also bugged half the time and then have no warning or animation, adding insult to injury, and are basically guaranteed wipes vs yellow cover squads. Flamethrower halftruck completely dabs in the face of soviets with their clumped squads, slow healing, slow rof AT gun and late T70 play.
4. Pak40 - Top 2 AT gun in the game, able to stun vehicles at vet 1 and combos perfectly with 400 damage Tellers and 19 range Grenadier fausts. The high penetration, rate of fire, stun and long range fausts basically means 2 pak40s can shut down medium tank play hard, especially considering the paper armour on stock Allied medium tanks. Only the Comet can stand up to double pak40s.
5. 222/251 - Extremely useful vehicles, 222 is amazing at flank patrols and early pressure, also offering AA vs recon and cheap inf detection. 251 either gets flamers and deals insane damage or acts as a forward mobile HQ wifh troop transportation, healing and reinforcing. Not to mention schu mines.
6. S mines - Can wipe entire squads if placed on retreat paths or areas of low traffic where opponent will run a squad over them and lose it within seconds.
7. Tier 4 - Ostheer T4 straight up beats stock USF and Soviet armies and only has issues vs Hammer tech UKF. Even then the Panther beats the Comet 1v1 so pivoting into a Panther after a P4 counters Comet stall nicely as long as you are ahead, otherwise just straight to Panther.
8. brummbar - Absolutely amazing unit that can clown allied comps with low penetration platforms and is generally a huge problem to deal with.
9. Sniper - God tier unit, absolutely clowns the entire UKF faction in combo with vet 1 222 for immunity to countersnipe. Cannot be countered by any faction in teamgames without missplay by the user and pure luck, or high skilled high luck countersnipe if ost player doesn’t inf detect properly or loses 222.
10. Panzer IV - 2nd best stock medium in coh2 after P4J of OKW, beats every allied stock medium 1v1, great anti infantry, gets 234 armour at vet 2, blitz at vet 1 for super survivability and has pak40s and 19 range fausts backing it up.
11. Pgrens - stock minute 4 elite infantry from HQ at 0 munitions investment with techless bundle grenade and vet 1 combined arms. Insane unit.
12. MG42 - Best machine gun in coh2, spam incendiary rounds to nuke everything lighter than a medium tank. Becomes straight up broken with camouflage doctrines.
13. Spotting scopes + Elefant - Break teamgames entirely.
14. LMG Grenadiers - nobrainer update that can be easily afforded and has no real trade offs compared to unupgraded Grens and makes it almost impossible for Ostheer to bleed manpower from mid game onwards if used properly
Why Ostheer is OP
29 Oct 2020, 01:42 AM
#1
Posts: 3588 | Subs: 3
29 Oct 2020, 02:35 AM
#2
Posts: 4183 | Subs: 4
So basically, OST is OP because of their entire roster and combined arms is OP. Alrighty.
29 Oct 2020, 02:37 AM
#3
Posts: 268
Rifle grenades are also bugged half the time and then have no warning or animation, adding insult to injury, and are basically guaranteed wipes vs yellow cover squads.
If at least this thing is replaced or a timer added, I will be glad. Even some experienced players do not notice this and lose units, I have seen many times in tightrope videos.
29 Oct 2020, 08:45 AM
#6
Posts: 2693 | Subs: 1
The only things OP about Wehr in my opinion are the Ostruppen (and to a slightly less extend assault grens) which allow for a lot of early pressure followed by very early Pgrens and LVs.
Vet squadleads are also too good, at least for their timing. Would probably be OK if it came later like 7 man cons. That or remove the free medkits which give an early game 150MP/60Muni boost to an already very effective infantry force.
The rest of it is fine. Some unit combos are very strong but other factions also have very strong combos.
Vet squadleads are also too good, at least for their timing. Would probably be OK if it came later like 7 man cons. That or remove the free medkits which give an early game 150MP/60Muni boost to an already very effective infantry force.
The rest of it is fine. Some unit combos are very strong but other factions also have very strong combos.
29 Oct 2020, 12:17 PM
#19
Posts: 101
unironically agreed with everything
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