OK West Late Game Tactics ?
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Posts: 158
Wehr & OKW panthers are the same. Only good if used properly tho , not really a costeffictive unit either
What i usually do as OKW is to get an early puma out when i am vs the US. then save up for the kt and use my puma very carefully , back it up with ATGs and shrecked volks.
Vs the Russian you need to see what they tech ( check their base frequently , you can actually see what buildings they construct in the FoW.
If you like to i will provide you with a replay of a game i had today which i intentionally stalled because i knew i would win on vps . Game is about 60 mins
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Posts: 158
A good replay would be good.
Here we go .
Basicly i reacted to his tech choices and his playstyle , when Russians play on early tanks you have to adapt and maybe get a panther or a jagdpanzer out as it can be quite a hussle to only use püppchen & volks to deal with russian tanks , especially if the Russian uses t34/85.
However you can see i used a quite well balanced army , nontheless this game is a bit unconventional as he does not really play a meta russian strat
Posts: 165
A good late game tank of the OKW matters of the situation. In 2vs2 a Jagdtiger can be a good choice vs many tanks and in 1vs1 it can be a KT, which also deals a lot of damage
But if you need fast heavy tank support build the panther! It is pretty good against tanks, with support one of the best late game tanks in Game. There are no regular allied tanks which can mess up with him AND it is 85 fuel cheaper!
I would also recommend to use the MHQ abitily to transfer mun into fuel as soon as you got all your upgrads (Schrecks, G43, etc)
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Posts: 158
Keep in mind that you can always see what the enemy is teching ( captain / ltnt / mayor or russian buildings in OKW )
of you dont save for a KT when you enemy is spaming t34 or 14 minutes sherman .
Posts: 196
As far as build order is concerned, I don't think you should attempt to rush any sort of tank. Panthers and KTs are vehicles to buy once comfortably ahead. The Jagpanzer is a far more efficient armour counter (40 less fuel + teching cost), and the Walking Stuka is better for tearing apart infantry and defended positions.
In particular, KT belongs only for the super-late game. Its so expensive that attempting to rush it will just allow the opponent to run you over in the mid game.
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Much of this is due to a lack of turreted tanks, which makes assaulting/flanking a little awkward. Even the KT is used more like an assault gun than a flanking tank.
This can make protecting, or attacking flanks tricky sometimes. But defending ussually pretty easy with flak HQ, medic HQ and repair HQ.
So what I like to do is play on this tendancy to defend and use ranged units to strike further afield. So either Stuka, or SturmTiger.
Either of those units can cause mass damage just out of reach of your other units without them over extending. Then they can be pulled back to the safety of your defensive zone to reload/recharge.
I particularly like the Sturm Tiger.
By using these tactics, you can improve the utility of Jadg's, Rakketens, flak HQ etc.. because now your enemy either has to assault your heavily defended position, or else continue to be bombarded.
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