Ostheer objectives
Posts: 301
What I got for now it's this:
My objective in the early game is to force the enemy to retreat from the most valuable area of the map, thus making my oponent waste time that he could use to cap the rest of the map.
From there, as far as I know, the main path for the ostheer its go for 2x222s. And a Pak...I don't like paks as I can't position them right and they always end up packing and setting up trying to get enemy vehicles within their cone. I don't know what to do in tier2. Harass enemy supply lines to delay tanks?
I'm totally clueless about tier3 and 4. I just go for stugs as I find Panzer IVs not really that effective.
Posts: 4314 | Subs: 7
Thats why you have to go pak and 1-2 tellers on main roads so you can defend against those lights.
Afterwards I recommend 1 panzergrenadier before teching, they are really great unit if you keep them at long range (their DPS at long is as lmg grens, and at close is much higher so even if enemy units charge, they lose). Never close with them, they are squishy.
You can always upgrade them with schrecks if your´re unable to hold your ground against vehicles.
Then I recommend going t3 and p4 - its really good medium tank if you don´t get cocky with him. Or if youre winning you can seal the deal with oswind.
Later on I would stall for tiger and try to win game with double paks tiger and maybe p4.
This is only build without any meta commader. You can always go mobile def and get 2 ostruppen instaed of pak and then call in panic puma followed by commad panzer 4(against infantry) and pak (against tanks),
Lategame go panther spam with brumbaaar.
Or you can go stug e commader, stall mid game with 2 paks and 444 while waiting for 2x stug e, then put some pressure (cautiosly because ostheer cannot make mistakes) and in the end of the day finish him with tiger.
Just don´t do assgrens or 251 halftrack with pgrens call in, they are both shitty
Posts: 485 | Subs: 1
I recommend you after initial engangements tech t2 and get 2x222 as you have already said. Then you need to prepare to his light tank while keeping pressure with 222s.
Thats why you have to go pak and 1-2 tellers on main roads so you can defend against those lights.
Afterwards I recommend 1 panzergrenadier before teching, they are really great unit if you keep them at long range (their DPS at long is as lmg grens, and at close is much higher so even if enemy units charge, they lose). Never close with them, they are squishy.
You can always upgrade them with schrecks if your´re unable to hold your ground against vehicles.
Then I recommend going t3 and p4 - its really good medium tank if you don´t get cocky with him. Or if youre winning you can seal the deal with oswind.
Later on I would stall for tiger and try to win game with double paks tiger and maybe p4.
This is only build without any meta commader. You can always go mobile def and get 2 ostruppen instaed of pak and then call in panic puma followed by commad panzer 4(against infantry) and pak (against tanks),
Lategame go panther spam with brumbaaar.
Or you can go stug e commader, stall mid game with 2 paks and 444 while waiting for 2x stug e, then put some pressure (cautiosly because ostheer cannot make mistakes) and in the end of the day finish him with tiger.
Just don´t do assgrens or 251 halftrack with pgrens call in, they are both shitty
+1
as a main usf player, i can tell you that 2 x 222 well used are a huge pain in the ass, even a bit after i got stuart but never try to chase retreating squads with only one 222 or you might get wrecked by stuart stun & AT gun or even AT grenade.
Posts: 301
I'm gonna try this.
I need to improve my micro with the 222, I can't make them last long enough to be effective beyond the early scare.
Posts: 552
Posts: 63
Also you're gonna feel towards the mid and late game that, even though you're in T3-T4, you will want to build more T1. You'll want another engineer for repairing tanks, an mg to control more space, to counter mortar spam with your own, etc. No problem with back techs so just don't feel like you've "transitioned out" of T1. There's no such thing.
Your "objective" though is to stay within combined arms distance while harassing where you can. Your units aren't well-rounded, they have roles in what they're good against so they need to interlock and adjust to what's coming. Imo the micro might be less with wehr but units need to be supervised more, meaning your camera micro needs to be better to monitor flanks and grenades. Munitions win games and do not lose units. Hope this helps.
Posts: 301
Any tips on mine placement and mortar usage?
I've managed, through some sneaky plays to get full squad wipes using the tellers in the retreat path and I use the smoke shells to block vision and split enemy units.
Against which factions or playstyles are mortars the most usefull? I still don't find it mandatory but it's really usefull in the early game because it obliterates "green" infantry. As the infantry squads level up it seems to be less efective (rookies tend to get whiped by a single shell and the splash damage, but veterans can only die from a direct hit), but hey, every MP point the enemy is using to reinforce the less he's using to build vehicles
I can't wait to finish my exams to try some stuff
Posts: 63
That would be my strat if I wanted to be ballsy for a stronger infantry game. Paks get more useful late game though imo cause if you don't have a doctrinal tank wehr's medium armor is inconsistent. With this strat I'd probably go stug spam with spearhead doc
Posts: 301
Current Ostheer meta it's to build 2 222, then Pak. What about the halftrack? I find it increadibly usefull in long engagements with enemy units thanks to being able to reinforce my units.
Also I find the halftrack AI compleatly retarded as it rushes enemy infantry instead of firing at max range (and thus both reinforce and add to the overall DPS)
Posts: 485 | Subs: 1
i think you got more than enough information with hector post, but i suggest you to check that :
https://www.coh2.org/topic/57707/usf-meta-counter
very interesting video.
however, the halftrack might sound like a good idea but it is not ! (unless you got osttrupen).
you already bleed like crazy against usf, if you reinforce your squad from halftrack -> no heal -> bleed more.
imo, use it against maxim spammer and/or with osttrupen (which don't need heal) but otherwise it's garbage.
Posts: 301
I readed that post yesterday and I was using the sniper against penal spam. Looks like the german sniper it's the equalizator. Picking out models out of enemy squads gives your grens a much needed breathing room.
Posts: 63
Posts: 301
How do I harass their resource points? My biggest problem it's that I get out caped really bad because I have to move my units togheter for them to be any use while allied infantry can fight on their own and, as they rely more on infantry than the ostheer, have more squads available to harass my points
Posts: 3053
Another question.
How do I harass their resource points? My biggest problem it's that I get out caped really bad because I have to move my units togheter for them to be any use while allied infantry can fight on their own and, as they rely more on infantry than the ostheer, have more squads available to harass my points
Try to keep the pressure on with the 222s. As a mainly usf and Brit player, that or a fast luchs is mostly what keeps me from capping. If you have serious float, investing in another mg42 and shoving it in some building that covers a couple points or a really important one is a good idea too, because it'll take your opponent time and resources to dislodge it.
Posts: 3053
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