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russian armor

Making OKW Elite Armored work

23 Jul 2014, 00:11 AM
#21
avatar of Dullahan

Posts: 1384

They're a team game faction. Best for 3v3 and 4v4 where tank battles are a bigger thing.

It's an okay commander, far from the worst.
23 Jul 2014, 01:02 AM
#22
avatar of coh2player

Posts: 1571

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?
23 Jul 2014, 01:12 AM
#23
avatar of OZtheWiZARD

Posts: 1439

I don't know the stats but from experience it makes hell of a difference.
23 Jul 2014, 01:18 AM
#24
avatar of spam.r33k

Posts: 503

double buff

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: on coh2Stats i only found a weapon profile which seems to belong to a stug? maybe its for the heat rounds though

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...

23 Jul 2014, 01:25 AM
#25
avatar of coh2player

Posts: 1571

thanks. With skirts and HEAT, these P4s are basically like the Sherman E8s then.

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
23 Jul 2014, 01:32 AM
#26
avatar of Stonethecrow01

Posts: 379

An ability I like from this doctrine is the Tank Commander. While expensive (less so now with the normal muni income) if you upgrade one of your heavy tanks with this ie. Panther then you have a tank that can clash well with enemy armour and call down arty strikes on any AT guns it runs into.
23 Jul 2014, 02:05 AM
#27
avatar of coh2player

Posts: 1571

Is the sight bonus with the Tank commander similar to 'spotting scopes' or command panther? (double sight)
23 Jul 2014, 02:36 AM
#28
avatar of What Doth Life?!
Patrion 27

Posts: 1664

I feel like this commander plays well with a strategy involving King Tiger. Being able to put a commander on it, self-repair crits, use Heat rounds and the vehicle map hack ability are all nice.
23 Jul 2014, 03:56 AM
#29
avatar of coh2player

Posts: 1571

I tried it again- With the big OKW muni buff, this commander is considerably more viable.

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.
23 Jul 2014, 11:06 AM
#30
avatar of TensaiOni

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.
23 Jul 2014, 11:19 AM
#31
avatar of OZtheWiZARD

Posts: 1439

I guess I am a noob. I never actually noticed you can equip these PzIVs with metal skirts and was like WTF it's Vet2 and no side armour? :blush::blush::blush:
23 Jul 2014, 11:20 AM
#32
avatar of OMGPOP
Donator 33

Posts: 137 | Subs: 2

Are these HEAT rounds for a limited duration only or are they permanent upgrades? Do they affect Anti-Infantry capabilities of the tank?

Also I can't find the vet bonuses for OKW and US anywhere. How much armor does a vet 5 P4 ausf.J have?
23 Jul 2014, 11:24 AM
#33
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

They cost 45 munitions and they work for a limited amount of time if I'm not mistaken.
23 Jul 2014, 11:25 AM
#34
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

Heat is 20 second ability and the okw p4 doesnt get any armor with veterancy, only witht eh armor skirts upgrade
23 Jul 2014, 11:39 AM
#35
avatar of MilkaCow

Posts: 577



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.
23 Jul 2014, 11:43 AM
#36
avatar of OZtheWiZARD

Posts: 1439

It's awesome on a Panther and Puma as well. You can use them with every vehicle. Same goes for the commander.
23 Jul 2014, 13:30 PM
#37
avatar of Brick Top

Posts: 1162

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.
23 Jul 2014, 15:14 PM
#38
avatar of coh2player

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.
23 Jul 2014, 15:29 PM
#39
avatar of Katitof

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.
23 Jul 2014, 15:35 PM
#40
avatar of coh2player

Posts: 1571

Thanks. HEAT +10 range (?)

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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