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OKW Anti Building

30 Nov 2014, 02:46 AM
#1
avatar of Durabo
Donator 11

Posts: 24

This is probably brought up before but okw has no anti building whatsoever before they get stuka zu fuss or 2 leig's. Even with 2 leigs shooting at them, those freaking maxims in buildings survive for at least 15 minutes in a building. This is extremely annoying in maps like ettelbrück station or the new western front snow map that has ton of buildings in the middle. I want a flamethrower upgrade for kubel. That would be awesome dont you guys think?

Joke aside what do you guys think? Maybe a flamer upgrade for sturmpios? No? It would probably be op. Well given the fact okw has to get shreks and decreased muni income in 3v3/4v4's maybe that wouldnt be a big problem. Just make it like 90 muni's(that's a lot for okw) and it may be okay. I saw this on trello btw just bringing here to discuss.
30 Nov 2014, 03:04 AM
#2
avatar of korgoth

Posts: 170

Flamerthrower upgrade for the kubel :snfPeter:
30 Nov 2014, 03:26 AM
#3
avatar of Hitman5

Posts: 467

aggressive forward HQ spam is really hard to counter in team games as OKW, in fact kind of broken, short of rushing troops into every building before they can.
30 Nov 2014, 04:15 AM
#4
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
jump backJump back to quoted post30 Nov 2014, 03:26 AMHitman5
aggressive forward HQ spam is really hard to counter in team games as OKW,


No its not
30 Nov 2014, 04:23 AM
#5
avatar of WhySooSerious

Posts: 1248

buildings are very vulnerable to nades this patch spam nades on the building or use infil nades and that building will be gone in one nade volley.
30 Nov 2014, 04:24 AM
#6
avatar of JHeartless

Posts: 1637

Remove Shrek from Volks add Flamer upgrade. Put Shreks on Sturmpios. Problem Solved.
30 Nov 2014, 07:25 AM
#7
avatar of 89456132

Posts: 211

Remove Shrek from Volks add Flamer upgrade. Put Shreks on Sturmpios. Problem Solved.

Flamethrowers don't fit the OKW fuel starved theme.
30 Nov 2014, 07:47 AM
#8
avatar of DakkaIsMagic

Posts: 403

Throw... Grenades? Get Sturms in close?
30 Nov 2014, 07:49 AM
#9
avatar of ludd3emm

Posts: 292

10 muni Infiltration Grenades and people are still complaining about the lack of anti building as OKW...

30 Nov 2014, 08:15 AM
#10
avatar of RMMLz

Posts: 1802 | Subs: 1

10 muni Infiltration Grenades and people are still complaining about the lack of anti building as OKW...


So you mean I have to select a doctrine to counter one of the most basic features of the game?
30 Nov 2014, 08:27 AM
#11
avatar of Sierra

Posts: 432

jump backJump back to quoted post30 Nov 2014, 08:15 AMRMMLz

So you mean I have to select a doctrine to counter one of the most basic features of the game?


That seems to be Allied Player logic behind most things.
30 Nov 2014, 09:36 AM
#12
avatar of Jorad

Posts: 209

It is not only the OKW problem. Both Western front Armies need to pick a doctrine to fully counter MGs in buildings for example Armor Company for Assault Engieners.
30 Nov 2014, 09:41 AM
#13
avatar of Blackart

Posts: 344

jump backJump back to quoted post30 Nov 2014, 03:04 AMkorgoth
Flamerthrower upgrade for the kubel :snfPeter:


+1
30 Nov 2014, 09:45 AM
#14
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post30 Nov 2014, 08:15 AMRMMLz

So you mean I have to select a doctrine to counter one of the most basic features of the game?


FHQ which seems to be point of the thread isn't one of the most basic features.

And yea, nades, infiltration nades, AA HT, all of them handle buildings quickly.
30 Nov 2014, 10:20 AM
#15
avatar of Rupert

Posts: 186

In 1v1, just shoot the wall with a single window with sturms and volks - that's the only realistic option without wasting manpower/resorting to doctrines.

In team games have the OST get mortars and pio flamers.

Also don't try too hard to break the mg nests in ettelbruck before stuka. Just wire up northern area and force the fights out of mg range. Once stukas are out, all buildings will collapse in a single volley.

If its something like 4 OKW...good luck, because both WFA factions are limited in indirect fire.

And contrary to what some people claim, don't get AA halftrack for anti-garrison purposes...
30 Nov 2014, 11:46 AM
#16
avatar of RMMLz

Posts: 1802 | Subs: 1

jump backJump back to quoted post30 Nov 2014, 09:45 AMKatitof


FHQ which seems to be point of the thread isn't one of the most basic features.

And yea, nades, infiltration nades, AA HT, all of them handle buildings quickly.

Well I thought the main post was about buildings in general, but decent players dodge nades easily and Flak HT is not that good against garrisoned units.
30 Nov 2014, 11:54 AM
#17
avatar of Thunderhun

Posts: 1617

Destroy the building with SwS #bestcounter
30 Nov 2014, 12:26 PM
#18
avatar of RMMLz

Posts: 1802 | Subs: 1

Destroy the building with SwS #bestcounter

That's practical, but broken as garden. Poor game mechanics are not tactics.
30 Nov 2014, 12:31 PM
#19
avatar of l4hti

Posts: 476

Flaktrack does anti building duties suprisingly well, infiltration grenades, luchs, rush sturms next to the building, sws crush
30 Nov 2014, 12:39 PM
#20
avatar of ludd3emm

Posts: 292

jump backJump back to quoted post30 Nov 2014, 08:15 AMRMMLz

So you mean I have to select a doctrine to counter one of the most basic features of the game?


So you mean I have to select a doctrine to counter heavy vehicles as Soviet, one of the most basic features of the game?

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