When should I be looking to choose a commander?
When is it better to be reactionary rather than proactive in commander choice?
I realize this matters way less for OKW and USF.
Thanks
When to choose commander?
16 Aug 2015, 06:36 AM
#1
1
Posts: 412
16 Aug 2015, 08:31 AM
#2
1
Posts: 453
Just depends on the type of player you are. Some people like to counter while others impose their will. Depending on the strategy you decide to use, i'd go from there.
16 Aug 2015, 09:34 AM
#3
Posts: 85
2cp would be a standard, at least for allied players. For some factions, 1cp may be the way (e.g. US where pathfinders can be a good early game choice).
Just think of the point, in your commander selection, where non-selection would be detrimental to your gameplay. Sometimes, your strategy won't even rely on any commander units, so you may just want to pick a lategame faction.
Always nice to ask your teammates what they are going as well to more quickly find a commander.
Just think of the point, in your commander selection, where non-selection would be detrimental to your gameplay. Sometimes, your strategy won't even rely on any commander units, so you may just want to pick a lategame faction.
Always nice to ask your teammates what they are going as well to more quickly find a commander.
16 Aug 2015, 09:48 AM
#4
Posts: 1217
That depends on the situation and the commanders your opponent has chosen.
1) Have a flexible loadout of commanders yourself. For Example, Ostheer:
a) Elefant + Stuka + Recon doc
b) Tiger + Mortar HT doc
c) CAS
A bad loadout would be 3x Tiger doctrines. The other player will definitely play to counter this.
2) You definitely need to see the other guys commanders on the loading screen.
3) Chose your commander accordingly. There are differences between the commanders and when to chose them. That has advantages and disadvantages.
a) Commanders that need to be chosen directly.
The Assault grenadier commander, Osttruppen commander and the Soviet HQ commander are the best examples. Those doctrines will give you the most if you chose them directly. This comes at a risk though. Your enemy will recognize this and counter accordingly. The advantage should usually be an early game advantage.
b) Commanders that are good for countering other commanders.
Best example: Elefant doctrine. This should always be chosen if you see the other players have either heavy tanks or Artillery in their loadout. Which is the case very often. With these commanders you can wait until you are sure what the other guy is doing.
c) Commanders to complete your army (mostly Soviets and OKW).
These commanders cover the weaknesses of the stock army and can usually be effective at the
2 CP mark. Examples are Elite infantry for Soviets or Panzerfusels for OKW. If you really need a MG as OKW you can chose a doc at 1 CP.
Most Soviet doctrines should be chosen at around 2 CPs btw, because most of them come with Elite infantry that gives you the most if they arrive early. As a Soviet you also need to think about what Elite infantry you want. If you choose three doctrines with guards or three doctrines with only shocktroopers, you have the advdantage of your enemy not knowing what doctrine you did chose. You also can get the most out of your Elite infantry bulletins. The disadvantage of not having both kind of Elite infantry in your loadout though means that your enemy can utilize this to his advantage (early vehicles if there are no guards).
1) Have a flexible loadout of commanders yourself. For Example, Ostheer:
a) Elefant + Stuka + Recon doc
b) Tiger + Mortar HT doc
c) CAS
A bad loadout would be 3x Tiger doctrines. The other player will definitely play to counter this.
2) You definitely need to see the other guys commanders on the loading screen.
3) Chose your commander accordingly. There are differences between the commanders and when to chose them. That has advantages and disadvantages.
a) Commanders that need to be chosen directly.
The Assault grenadier commander, Osttruppen commander and the Soviet HQ commander are the best examples. Those doctrines will give you the most if you chose them directly. This comes at a risk though. Your enemy will recognize this and counter accordingly. The advantage should usually be an early game advantage.
b) Commanders that are good for countering other commanders.
Best example: Elefant doctrine. This should always be chosen if you see the other players have either heavy tanks or Artillery in their loadout. Which is the case very often. With these commanders you can wait until you are sure what the other guy is doing.
c) Commanders to complete your army (mostly Soviets and OKW).
These commanders cover the weaknesses of the stock army and can usually be effective at the
2 CP mark. Examples are Elite infantry for Soviets or Panzerfusels for OKW. If you really need a MG as OKW you can chose a doc at 1 CP.
Most Soviet doctrines should be chosen at around 2 CPs btw, because most of them come with Elite infantry that gives you the most if they arrive early. As a Soviet you also need to think about what Elite infantry you want. If you choose three doctrines with guards or three doctrines with only shocktroopers, you have the advdantage of your enemy not knowing what doctrine you did chose. You also can get the most out of your Elite infantry bulletins. The disadvantage of not having both kind of Elite infantry in your loadout though means that your enemy can utilize this to his advantage (early vehicles if there are no guards).
16 Aug 2015, 10:13 AM
#5
Posts: 151
If you want to play a specific way then choosing early is fine.
If you dont have a certain framework ie: Im going to go tier 1 and guards mechanized then it depends on the how you are going.
If you have made good progress in early game map control then keep the pressure up.
If you are struggling pick later, this will allow you to field units and abilities that can counter the opponent because you should recognise his intentions.
Also depends if you are Soviets/USF/Wehr/OKW
Soviets can usually be fine with an early selection, Wehr not so much unless your spamming Ass grens on Stalingrad
If you dont have a certain framework ie: Im going to go tier 1 and guards mechanized then it depends on the how you are going.
If you have made good progress in early game map control then keep the pressure up.
If you are struggling pick later, this will allow you to field units and abilities that can counter the opponent because you should recognise his intentions.
Also depends if you are Soviets/USF/Wehr/OKW
Soviets can usually be fine with an early selection, Wehr not so much unless your spamming Ass grens on Stalingrad
16 Aug 2015, 10:44 AM
#6
Posts: 8154 | Subs: 2
That depends on the situation and the commanders your opponent has chosen.
1) Have a flexible loadout of commanders yourself.
2) You definitely need to see the other guys commanders on the loading screen.
3) Chose your commander accordingly.
a) Commanders that need to be chosen directly.
b) Commanders that are good for countering other commanders.
c) Commanders to complete your army (mostly Soviets and OKW).
/Thread
16 Aug 2015, 10:53 AM
#7
Posts: 1487
2CP but there is not much of a choice in 1v1. guard motor or smth that similar.
Right now if he have a leig I dont see how can you play vs it without 120mm mortar.
Right now if he have a leig I dont see how can you play vs it without 120mm mortar.
16 Aug 2015, 11:04 AM
#8
Posts: 1217
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