Making OKW Elite Armored work
![avatar of Dullahan](/uploads/avatar/805.jpg?updated=1461045374)
Posts: 1384
It's an okay commander, far from the worst.
![avatar of coh2player](/images/avatars/major.png?updated=1414778153)
Posts: 1571
TensaiOni or someone else: do you know the stats for HEAT?
![avatar of OZtheWiZARD](/uploads/avatar/7525.jpg?updated=1400407007)
Posts: 1439
![avatar of spam.r33k](/uploads/avatar/8385.png?updated=1439406592)
Posts: 503
100% munitions income (also makes conversion more viable)
and
price from 210 fuel to 180
also heat rounds give them +10 range i think, not sure about the pen increase but usually (us paks, jacksons) its 50%
edit:
http://www.coh2-stats.com/ballistic_weapons
should be number 4+5 (no heat/ heat) not sure though
i guess im wrong here since there should be stats for the other tanks too... damn i now i really want to know what they do...
![avatar of coh2player](/images/avatars/major.png?updated=1414778153)
Posts: 1571
90 fuel
208, 104 (with skirts)
120.0/110.0/100.0 (normal penn)
50% plus
180 pen to 150 pen
Not sure what the stug stat is:
50 range
75mm KwK 40 L/48 stug_kwk40_75mm_mp.xml
150/140/130
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![avatar of coh2player](/images/avatars/major.png?updated=1414778153)
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Ditto for the Spec ops commander and buffing volksgrenadiers in general (grenade tossing and PzS is not so muni breaking) Now volksgrens feel more like conscripts except with nades.
The Tank commander gives spotting scopes to the tank effected.
180 fuel is a big improvement.
The Heat rounds penetrate the KV-8's 145 rear armor easily.
![avatar of TensaiOni](/uploads/avatar/7202.png?updated=1381777316)
Posts: 198
Now that OKW muni is now 100%, this commander got a major buff too.
TensaiOni or someone else: do you know the stats for HEAT?
It gives 30% penetration and 30% damage.
![avatar of OZtheWiZARD](/uploads/avatar/7525.jpg?updated=1400407007)
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Also I can't find the vet bonuses for OKW and US anywhere. How much armor does a vet 5 P4 ausf.J have?
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![avatar of MilkaCow](/images/avatars/arty_officer.png?updated=1394378846)
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It gives 30% penetration and 30% damage.
Keep in mind it's also a shaped charge (as far as I know) and has a slower speed. It also changes the projectile.
![avatar of OZtheWiZARD](/uploads/avatar/7525.jpg?updated=1400407007)
Posts: 1439
![avatar of Brick Top](/uploads/avatar/7895.jpg?updated=1448492305)
Posts: 1164
It's a high risk strat. I believe so far:
-Only make T2 (medic truck). Do not make any vehicles that cost fuel.
Noooo... I seriosuly suggest your going to want T4 up, for two obvious reasons, one is for Obers as this doctrine has no Inf, and secondly is a well placed Flak HQ is a very very good defensive tool which will allow you to turtle upto the required CP/Fuel.
![avatar of coh2player](/images/avatars/major.png?updated=1414778153)
Posts: 1571
The problem with getting T2, T4 is the fact that before 9 CPs, there are already T-34s getting fielded. If T4 is also made, then the P4 Js would have to be delayed after 9 CPs hit.
Maybe you're right though. I need to see more if T2 (no vehicles), T4 (no vehicles), then P4Js is practical. The buff cut the fuel price down to 180.
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17914 | Subs: 8
You'd think for "Elite Armour" Doctrine we'd get something better than Pz4's.
That depends.
In my native version the doctrine is called "armored support", which is quite accurate representation of the doctrine.
![avatar of coh2player](/images/avatars/major.png?updated=1414778153)
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so from 120/110/100 penetration to 156 to 110 penetration
From 160 to 208 damage.
It gives 30% penetration and 30% damage.
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