UKF vs OKW
Posts: 19
Posts: 218
Remember, you have manpower and field control advantage.
Posts: 19
i cant get a puma if i dont have map control, and pumas are light TD.
Posts: 218
Puma shuts down all Brit early armor, and it takes them forever to get up to mediums because of manpower bleed. Get multiple Pumas and its basically gg.
You should have at least triple Sturmpios, and a couple Volks to back them up. Doing this you want to turn on Fuel Transfer ASAP, as you don't need munitions for anything and need that Puma out as quickly as possible to counter Brens and AECs.
Posts: 147
Infantry - Sturmpios fight very well against infantry sections early game as long as you can flank and get close. You might want two of them. Building three to four Volks after the Sturms is good as it allows you to cap well and shrek vehicles in the mid-late game (plus they're soon to be given molotovs which will be really helpful against Brits in buildings). Mines are deadly effective against expensive Brit infantry and vehicles so don't forget about them.
Vehicles - T2 start is better against Brit in my opinion because your vehicles are so useful. Stukas can help you out with emplacements, especially the mortar emplacement that can cause you real hurt if it's properly positioned. But you probably want to get a Puma first, its stats are slightly weaker than the Brit armoured car but it can win with its superior range, speed and shreck support. Just watch out for mines and at guns. If you kill the Brit armoured car you can gain a lot of map control, giving you time to save for your powerful late game vehicles.
Avoid - Kubels seem horrible against brits - they die very quickly to accurate infantry sections and the universal carrier. You also probably won't get much value out of an Mg34 either seeing as infantry sections like to sit in green cover. Brits also tend to blob a bit less than other factions, and have very effective artillery to take out static mgs. I've also found fallshirmjaegers to be pretty poor against tanky brit infantry seeing as they're so fragile.
My preferred doctrine right now is Scavenge doctrine. The extra salvage helps ramp up your vehicle production, the infiltration nades are insane against cover-based Brit infantry and the Ostwind is very helpful for destroying commandos. Plus the artillery is helpful against Brit Sim cities.
Posts: 147
Posts: 133
Posts: 1554 | Subs: 7
4 Volks
Medic HQ Truck at HQ
Raketenwerfer
Infantry gun
Schreck up every Volks squad
Flak HQ
Luchs
Obersoldaten with StG upgrade or Falls
PIV or Command Panther
After you have secured your territory all your forces should be used to attack your foe. Make sure your Volks come as close as possible to Tommie squads and flank with your Sturmpioneers if the map allows it. Otherwise you have to wait for infantry gun to dislodge the Tommies in order to be able to start offensives.
Once you have your Luchs out be careful about the Sniper, AT guns or Bofors. Try to be as aggressive as possible since the British cannot fight on every front resulting into losses of map control for them.
Posts: 19
I played another game vs UKF let me know what u think
Posts: 4951 | Subs: 1
Medic HQ is always the best, Mech has no scaling or application versus UKF due to the Puma having issues with UKF's high armor tans, and the Stuka Zu Fuss does less DPS to emplacements thanks to the long cooldown. With the stealth buff the ISG is a real terror on the battlefield. Going Fuss is always advisable as they can drain UKF fairly well, and fuck up Commandos that attempt close. The 6 men also make them more durable to UKFs plentiful indirect.
Elite Armored has no application armor since the Sturmtiger got destroyed with the ninja-nerf bat, and Fort isn't good either because UKF can just dig you out with artillery if you try and play defensively. I recommend going Breakthrough, Scavenge, or Luftwaffe. These all allow you to get elite infantry out the door ASAP to counter British IS heavy shenaniguns and being able to popout behind enemy lines is very good for shutting down emplacements.
Posts: 61
With the stealth buff the ISG is a real terror on the battlefield
Elite Armored has no application armor since the Sturmtiger got destroyed with the ninja-nerf bat
What kind of buff did the ISG get? I have been looking for an answer but everyone just says "ISG's are good now" with no proof of stats.
What debuff did the sturmtiger get? I know its AOE is supposed to go down from 10 to 8 but that will be applied in the next patch.
Posts: 19
Don't use Volks, get 2 at most. Shreks have little to no application against the high health/high armor late game UKF units and die to easily as the game progress's to Bren'd IS and Sappers. Getting an additional Sturm early in the game is always good, and get an early rackten to counter a Bren rush.
Medic HQ is always the best, Mech has no scaling or application versus UKF due to the Puma having issues with UKF's high armor tans, and the Stuka Zu Fuss does less DPS to emplacements thanks to the long cooldown. With the stealth buff the ISG is a real terror on the battlefield. Going Fuss is always advisable as they can drain UKF fairly well, and fuck up Commandos that attempt close. The 6 men also make them more durable to UKFs plentiful indirect.
Elite Armored has no application armor since the Sturmtiger got destroyed with the ninja-nerf bat, and Fort isn't good either because UKF can just dig you out with artillery if you try and play defensively. I recommend going Breakthrough, Scavenge, or Luftwaffe. These all allow you to get elite infantry out the door ASAP to counter British IS heavy shenaniguns and being able to popout behind enemy lines is very good for shutting down emplacements.
Well i like going 2 stumrs + kubel then medic hq.
I like the ideia of going PanzerFuss, they scale very well into late game.
The thing is the british late game tanks, to penetrate them, i need a jagdp4 and a rakaten wall, i find the crocodile specially hard to deal with...
Posts: 4951 | Subs: 1
What kind of buff did the ISG get? I have been looking for an answer but everyone just says "ISG's are good now" with no proof of stats.
The ISG is is much more accurate now and has larger damage in the outer part of it's AoE.
It's scatter is almost half that of a normal mortar and it still does 40 damage even on it's outer AoE.
scatter: {
| | | angle_scatter: 6f;
| | | burst_pattern_enable: false;
| | | delay_bracket_change_chance: 0f;
| | | distance_bracket_count_air: 0f;
| | | distance_bracket_count_ground: 1f;
| | | distance_scatter_max: 5f;
| | | distance_scatter_obj_hit_min: 0f;
| | | distance_scatter_offset: 0.3f;
| | | distance_scatter_ratio: 0.1f;
| | | fow_angle_multiplier: 1.25f;
| | | fow_distance_multiplier: 1.25f;
| | | max_tilt_angle: 0f;
| | | min_tilt_angle: 0f;
| | | tilt_max_distance: 0f;
| | | tilt_scatter_chance: 0f;
| | | can_harm_shooter: false;
| | | damage: {
| | | | far: 0.25f;
| | | | mid: 0.5f;
| | | | near: 1f;
| | | distance: {
| | | | far: 2.25f;
| | | | mid: 1.5f;
| | | | near: 0.75f;
Posts: 61
The ISG is is much more accurate now and has larger damage in the outer part of it's AoE.
It's scatter is almost half that of a normal mortar and it still does 40 damage even on it's outer AoE.
I see now, thanks for the reply!
Posts: 1534 | Subs: 1
I usually choose Special Operations Doctrine or Luftwaffe Ground Forces Doctrine and follow this build order:
4 Volks
Medic HQ Truck at HQ
Raketenwerfer
Infantry gun
Schreck up every Volks squad
Flak HQ
Luchs
Obersoldaten with StG upgrade or Falls
PIV or Command Panther
After you have secured your territory all your forces should be used to attack your foe. Make sure your Volks come as close as possible to Tommie squads and flank with your Sturmpioneers if the map allows it. Otherwise you have to wait for infantry gun to dislodge the Tommies in order to be able to start offensives.
Once you have your Luchs out be careful about the Sniper, AT guns or Bofors. Try to be as aggressive as possible since the British cannot fight on every front resulting into losses of map control for them.
+1
I've found facing a decent OKW opponent very difficult as the British, but then again I have little idea of what to do as the British.
Posts: 615
I usually choose Special Operations Doctrine or Luftwaffe Ground Forces Doctrine and follow this build order:
4 Volks
Medic HQ Truck at HQ
Raketenwerfer
Infantry gun
Schreck up every Volks squad
Flak HQ
Luchs
Obersoldaten with StG upgrade or Falls
PIV or Command Panther
--snip--
Got to back this up.
You need to press home the numbers advantage vs UKF, you can and have to out cap them. Pressure the fuel/cut off and force them to react to you. This build helps with that.
Be careful with the ISG, don't leave it un-supported otherwise it will be food for commandos.
Also, be mindful to get the luchs quickly. An early luchs can remove most of their infantry without much hassle but you have to be careful and avoid mines.
Going Sturm heavy would enhance your early game advantage in terms of KD, but it'd screw your map control and leave you really vulnerable to Wasp in the early/mid game and then to basically everything in the late game.
Posts: 1063
Posts: 61
Posts: 1664
Avoid - Kubels seem horrible against brits - they die very quickly to accurate infantry sections and the universal carrier. You also probably won't get much value out of an Mg34 either seeing as infantry sections like to sit in green cover. Brits also tend to blob a bit less than other factions, and have very effective artillery to take out static mgs. I've also found fallshirmjaegers to be pretty poor against tanky brit infantry seeing as they're so fragile.
You're crazy, Fallschirmjägers are great vs UKF.
Posts: 100
Build Medic Truck, build LeiG. gg wp
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