Who is better, the Wehrmacht or the OKW?
23 Mar 2017, 20:43 PM
#1
Posts: 8
What are the pros and cons between the two? Additionally, how is one or the other better and in what way?
23 Mar 2017, 21:35 PM
#2
Posts: 818
What are the pros and cons between the two? Additionally, how is one or the other better and in what way?
Whermacht is flexible and adaptable, but brittle. They need to support each other but when everythings a clustergarden they are in trouble. But well managed they are almost impossible to beat(Hard to do though).
OKW is tough and durable with 5 man squads and great vet, but they mostly rely on infantry spam b/c thats all you can build for the first 5 minutes. They can scale better bc the late game is mostly a clustergarden but have trouble doing basic things like clearing buildings or mgs early on.
Wher-Specialists excelling in one role or two roles working together
OKW- Builds strength slowly with durable units mixed with lighter mobile heavy damage dealers(you can play agressive with sturms and the kubel early on though b/c they are an elite pioneer unit for that first engagement)
23 Mar 2017, 22:33 PM
#3
Posts: 8154 | Subs: 2
Moving to lobby.
24 Mar 2017, 01:29 AM
#4
Posts: 2742
OKW has everything it needs in t0 to stay in the game. Your goal is to get all three trucks set up. Your major choice in the game will be which truck you set up first.
The thing to keep in mind is to use your teching to counter your opponent's strategy. OKW's power is lategame so play to hold out, not to crush your opponent early. Even a Luchs rush should be based on your early game performance and your opponent's build.
Ostheer requires a bit more finesse. Teching with Ostheer has to be timed well. Investing or building too soon or too late can cripple you and cost you the game. But timed well, Ostheer has the ability to solidly counter everything Soviets have to offer. The cons of the faction is that their lategame is lacking against Brits (Cromwell cost and timing, Comet cost and performance) and their early and mid game is lacking against USF. (Currently USF mortar, soon to not be as bad, and being overwhelmed by infantry from officer squads coming free with tech.)
TL,DR
OKW: Play for late game.
OST: Pray for Soviets.
The thing to keep in mind is to use your teching to counter your opponent's strategy. OKW's power is lategame so play to hold out, not to crush your opponent early. Even a Luchs rush should be based on your early game performance and your opponent's build.
Ostheer requires a bit more finesse. Teching with Ostheer has to be timed well. Investing or building too soon or too late can cripple you and cost you the game. But timed well, Ostheer has the ability to solidly counter everything Soviets have to offer. The cons of the faction is that their lategame is lacking against Brits (Cromwell cost and timing, Comet cost and performance) and their early and mid game is lacking against USF. (Currently USF mortar, soon to not be as bad, and being overwhelmed by infantry from officer squads coming free with tech.)
TL,DR
OKW: Play for late game.
OST: Pray for Soviets.
24 Mar 2017, 02:07 AM
#5
Posts: 1954
What are the pros and cons between the two? Additionally, how is one or the other better and in what way?
I don't play a lot of Ost so take this with a grain of salt. When I play Ost, I really struggle to win if I haven't won before the Comet train starts rolling in. It can be really frustrating because Panthers are roughly equal to Comets in AT but they aren't good against infantry. The Panther feels like a Comet with the AI nerfed but at about the same price and pop cap. Tigers aren't the answer either. OKW has none of those problems late. JP4's are pretty good, particularly when supported with Panzerfusiliers. The OKW PIV is pretty good, much better than the Ost one. The only time I don't like OKW that much is if I play a random 4v4 and start getting hit by 4 USF mortars at the 5-6 minute mark.
Another knock against Ost is the 4 man grenadier squad. They get wiped way too easily but that should get fixed in the next patch. Outside of Cons, they're probably the worst starting infantry.
24 Mar 2017, 02:42 AM
#6
Posts: 8154 | Subs: 2
1v1, 2v2 and 3v3+ are three completely different beasts.
1v1 REALLY matters match ups and maps to make an opinion. OH specially plays differently than on teamgames.
If you like infantry support play, i won't bother going to 3v3+ as OH. At least on 2v2 you will have a certain amount of time before it devolves into armor/blob/indirect fest.
1v1 REALLY matters match ups and maps to make an opinion. OH specially plays differently than on teamgames.
If you like infantry support play, i won't bother going to 3v3+ as OH. At least on 2v2 you will have a certain amount of time before it devolves into armor/blob/indirect fest.
24 Mar 2017, 05:55 AM
#7
Posts: 401
Wehrmacht emphasizes way more on combine arms and support weapons play. Their strength relies on their support weaponry and their units being rather defensive/static (They also have some of the best abilities, both on units and commanders, in the game and if utilize well, can make a big difference). Their combat infantries are meant to support/cover their support weapons and hardly can they stand a chance against Allies' infantries without their support weaponry. In my opinion, they are meant to be played defensively; they can be aggressive, but an effective aggressive Wehr hardly can be as good as an effective defensive Wehr.
OKW, on the other hand, is the complete opposite of what Wehrmacht is meant to be. They emphasize on mobility, durability and raw firepower. Their combat infantries are very durable, can fight on their own without the needs of support weapons (With the exception of AT guns cause every faction needs it anyways) while at the same time, their support weapons are way weaker compared to their Wehrmacht's counterparts.
For example, Obers will shred every single infantry in the game thanks to their extremely strong raw firepower comes from their MG34. On the other hand, Stormtroopers, upgraded with 4 StG44s, may seems like a slightly-better Panzergrenadiers... Well, the thing makes them different is Tactical Advance, if well set-up, can even helps Stormtroopers win a 1v2 engagement.
Asking "who is better" is not really a question anyone should ask. It should be "which one fit my playstyle?". If you're more of a defensive player, with the love of utilizing many abilities at the right time and getting highly rewarded from good executed flanks and combine arms then Wehrmacht is the choice for you. On the other hand, if you just love punching through the enemy line with strength and strong raw firepower, then OKW is your choice.
(Just for me, I would pick the Wehrmacht over OKW, cause it fits my slow-pace, defensive playstyle)
OKW, on the other hand, is the complete opposite of what Wehrmacht is meant to be. They emphasize on mobility, durability and raw firepower. Their combat infantries are very durable, can fight on their own without the needs of support weapons (With the exception of AT guns cause every faction needs it anyways) while at the same time, their support weapons are way weaker compared to their Wehrmacht's counterparts.
For example, Obers will shred every single infantry in the game thanks to their extremely strong raw firepower comes from their MG34. On the other hand, Stormtroopers, upgraded with 4 StG44s, may seems like a slightly-better Panzergrenadiers... Well, the thing makes them different is Tactical Advance, if well set-up, can even helps Stormtroopers win a 1v2 engagement.
Asking "who is better" is not really a question anyone should ask. It should be "which one fit my playstyle?". If you're more of a defensive player, with the love of utilizing many abilities at the right time and getting highly rewarded from good executed flanks and combine arms then Wehrmacht is the choice for you. On the other hand, if you just love punching through the enemy line with strength and strong raw firepower, then OKW is your choice.
(Just for me, I would pick the Wehrmacht over OKW, cause it fits my slow-pace, defensive playstyle)
24 Mar 2017, 15:42 PM
#8
Posts: 8
Thank you all for your quick answers! So I must also ask how different is being the Axis in teamgames(3v3+) compared to 1v1s?
24 Mar 2017, 16:40 PM
#9
Posts: 3145 | Subs: 2
OKW definitely, even in it's nerfed state, Wehr feels nerfed even when it's not.
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