OKW early game dominance
Posts: 23
First time poster, loooong time CoH player here.
As far back as I can remember, almost 10 years now, this game has always had a loose rule. Allies dominate early game, Axis rule the late game. But it feels like OKW have the ability to shut down the map within the first couple of minutes if you make a single mistake.
Take a map like Kolodny Ferma for example. A sturmpio rush into a key building like the church, or even the house near the West base is almost uncontendable. Especially when they're almost always supported by Volk. Their extremely high DPS means that you've got to focus all your early squads firepower to force them back, or you have to avoid them completely. If you're playing as Soviets then using Maxims is one counter, but they are so easy to flank.
My main question is - why do OKW start off with a 300mp, extremely high DPS unit? When by comparison combat engineers cost 180mp and have no combat effectiveness early on? It seems from the very beginning OKW have the best T1 infantry before VET and upgrades. And if the map has a lot of shot blockers and close quarter opportunities then OKW have a natural advantage.
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If you are having problems with SPs feel free to drop a replay in the replay review section of the forums and a strategist will respond.
My current opinion is that SPs are overburdened with utility not that they are too good in the early game.
Posts: 23
Please play nice, especially to first time posters. OKW have a high DPS high bleed unit to begin the game. This unit is powerful but only if you ignore the number and types of supporting squads it gets.
If you are having problems with SPs feel free to drop a replay in the replay review section of the forums and a strategist will respond.
My current opinion is that SPs are overburdened with utility not that they are too good in the early game.
Thanks,
How would I go about uploading a replay?
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Good luck
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Posts: 239
the OKW player will try to do the opposite... use his volks to hold defensive positions while flanking or assaulting with sturmpios. remember to only engage if you can win.
Posts: 911
Take a map like Kolodny Ferma for example. A sturmpio rush into a key building like the church, or even the house near the West base is almost uncontendable.
Does not compute, either they rushed it and thus have no volks on the field, or they didnt rush it and you didn't take it.
Almost any SU t1/t2 unit will force OKW out of a building, so whats your issue?
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Thanks,
How would I go about uploading a replay?
Check this screenshot:
Or use this link https://www.coh2.org/replay/upload
Then create a new thread in Replay Reviews section https://www.coh2.org/forum/109/replay-reviews
and ask for guidance.
Posts: 362
Posts: 284
Hi Guys,
First time poster, loooong time CoH player here.
... A sturmpio rush into a key building like the church, ...
If you're playing as Soviets then using Maxims is one counter, but they are so easy to flank.
My main question is - why do OKW start off with a 300mp, extremely high DPS unit? When by comparison combat engineers cost 180mp and have no combat effectiveness early on?
SPs are close range unit, and they are not durable. If you play against OKW you will notice how they try to get close to your infantry with SP to get max effectiveness. Your job is to keep distance and fight at a range where they are not effective. So get in cover and fight from a distance.
If you play soviets dont do conscripts. I would also suggest to watch replays from other good soviet players how they play 1v1. Usually they go T1 instead of T2, and build sniper+penal or penals only instead of support weapon spam.
Posts: 20
Anyway, OP, try starting with Tier1. While it leaves you more vulnerable to vehicles, it gives you access to 3 units that OKW simply cannot deal with very effectively early game.
1) Penal battallions - they own OKW infantry early, can equip flamers for clearing garrissons and you can use their demo charges to blow up key defensive structures on the enemy side as well as any OKW trucks deployed in the field.
2) Scout Car - good speed, great chasing power, single squad garrisson. As long as you micro it properly you are not likely to lose it. Volksgrenadiers only get access to nades after the first truck is laid down, which usually doesn't happen sooner than 4-6 minutes into the game.
3) Sniper - technically the Kubel counters the sniper, but that is only true if there is no other infantry around him. A single squad of Cons with a nade (or two without) can punish a diving car very fast. Other than that, the sniper is absolutely one of the best early units to use against OKW, due to their high reinforce cost. Always aim for the highest value targets (eg. Sturmpioneers over Volks, Obersoldaten over Sturmpioneers, etc.).
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OKW has a shit midgame outside of fast P2 so they have the best early game to compensate. You can debate the effectiveness of this early game (Volks could be 260 mp imo) but that is why.
But they don´t have the best early game lol, that would be USF
Posts: 1162
One way to go against OKW with Soviet, is not build T1/2 straight away, instead use a doctrine to call in multiple Guards/Shocks/120mm/Dshk combined with conscripts. You can quickly out number the OKW and put a lot of bleed on them causing constant retreats before their DPS takes its toll.
120mm is handy to start demolishing any forward base buildings they place, which puts further pressure on them and something else to think about, all while you can simply press retreat on the unit if its in trouble, so its a low risk high reward tactic.
With Soviet, I always try to get the battle going in my favor before tecking up.
It all takes a lot of frustrating practice though
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But it is possible to go ultra aggresive with Ppsh Cons, Shocks and a single 120mm. Just flank flank flank spam blob, while using the mortar to hit their truck. It works well in 1v1. Maybe not so much above that. You can really have them on the back foot, then pull out a T34 and they cant respond.
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