need advice playing okw against blobs
28 Oct 2017, 11:19 AM
#1
Posts: 41
Hi to all. I know I'm not a great player and I had a lot of mistakes. I hardly have enough time to play as much as I'd like, but I try to do my best and specially, I try to have (and bring) fun.
I'm starting to play as OKW right now but last night I had a bad feeling. I felt that I was playing better but had great mistakes gradually and lost valuable units while the Soviet player kept his infantry and I wasn't able to face his blobs at the end.
I know I have to learn to play, but I'd greatly appreciate your feedback in order to make the most out of OKW, because I feel something is wrong but I'm having trouble finding it.
Greetings!!!
29 Oct 2017, 10:51 AM
#2
Posts: 606
Looks like noone else has picked this and seeing how I'm a fair bit higher ranked on 1v1 OKW I suppose I could help a bit.
First of all Faymontville is a bit bad for OKW as statistically they loose more than they win on it. It is not too bad though, but if you find yourself consistently loosing on this particular map then consider veto.
As for your early capping.. Starting as the north player you have to quickly cap the point directly south of your base. this is a vital cutoff point and you will get noting from any southern ressource points until you capped this! Also send at least one squad to cap your own fuel. you didn't get this before the 8 minute mark and at this point you still needed almost another minute to actually cap your cutoff. So within the first ten minutes of the game you were already immensely bahind on ressources, which is much more punshing for OKW than for soviets.
As you also early realized is that a soviet opponent who is allowed free rein of your side of the map is going to give you a bad time with demo charges. As such your first munis should almost always go to sweepers for your sturmpios, and try to cap point from odd areas. The wipe on the 11.30 mark however would have been hard to aviod for anyone but the most experienced players so don't sweat it.
about 12 mins in. This might be a personal preference, but I personally wouldn't be building a schwere panzer before I could actually get some armor out almost immediately after. Also you know both from his bullitins and the shells hitting you that the guy likes his 120 mm mortars, so the schwere should probably be more defensive. I'm writing this review as I watch it so I won't know what is happening, but I imagine those mortars will give you a bad time.
almost 19 minutes in you hit the second democarge loosing almost two squads. your mg34 was actually shooting the the engineers while they were deploying this and seeing as you had already met one demo charge, it is harder to excuse this misplay.
I must say you have some pretty ingenious and unconventional picks to counter your opponent. The infrared HT helps your ISG locating the moratars and harrass them and after loosing your pz4 the jagdpanther seems like a pretty good choice. On the other hand you are seriously missing infantry at this point, relying only on a single vet 5 volks. the rest of your army consists of armor and support weapons which makes capping and combined arms very difficult.
After this point the opponents lead in ressources veterancy and pop cap simply let him brute force his way to victory and did't do this in a very elegant way as he suffered a lot of unnecessary losses. But seeing as you had been hamstrung almost from the beginning it was still possible.
You did do a lot of things right and adapted quite well to some of his units. work on your capping order, sweeping and late game composition and you should be able to move upwards
First of all Faymontville is a bit bad for OKW as statistically they loose more than they win on it. It is not too bad though, but if you find yourself consistently loosing on this particular map then consider veto.
As for your early capping.. Starting as the north player you have to quickly cap the point directly south of your base. this is a vital cutoff point and you will get noting from any southern ressource points until you capped this! Also send at least one squad to cap your own fuel. you didn't get this before the 8 minute mark and at this point you still needed almost another minute to actually cap your cutoff. So within the first ten minutes of the game you were already immensely bahind on ressources, which is much more punshing for OKW than for soviets.
As you also early realized is that a soviet opponent who is allowed free rein of your side of the map is going to give you a bad time with demo charges. As such your first munis should almost always go to sweepers for your sturmpios, and try to cap point from odd areas. The wipe on the 11.30 mark however would have been hard to aviod for anyone but the most experienced players so don't sweat it.
about 12 mins in. This might be a personal preference, but I personally wouldn't be building a schwere panzer before I could actually get some armor out almost immediately after. Also you know both from his bullitins and the shells hitting you that the guy likes his 120 mm mortars, so the schwere should probably be more defensive. I'm writing this review as I watch it so I won't know what is happening, but I imagine those mortars will give you a bad time.
almost 19 minutes in you hit the second democarge loosing almost two squads. your mg34 was actually shooting the the engineers while they were deploying this and seeing as you had already met one demo charge, it is harder to excuse this misplay.
I must say you have some pretty ingenious and unconventional picks to counter your opponent. The infrared HT helps your ISG locating the moratars and harrass them and after loosing your pz4 the jagdpanther seems like a pretty good choice. On the other hand you are seriously missing infantry at this point, relying only on a single vet 5 volks. the rest of your army consists of armor and support weapons which makes capping and combined arms very difficult.
After this point the opponents lead in ressources veterancy and pop cap simply let him brute force his way to victory and did't do this in a very elegant way as he suffered a lot of unnecessary losses. But seeing as you had been hamstrung almost from the beginning it was still possible.
You did do a lot of things right and adapted quite well to some of his units. work on your capping order, sweeping and late game composition and you should be able to move upwards
29 Oct 2017, 12:11 PM
#3
Posts: 41
Thank you very much for you review and help Joshua.
I agree with you in everything you said... I try not to play the usual meta because I don't want to play always the same thing. It's boring and having fun is better than getting victorious for me.
I'm not used to use minesweepers, but I'll do. About the second wipe, I did't realize it nor the engies putting the demo charge, but I'm sure that minesweepers would help me a lot also with repairing duties too. A question about this. Do sturmpioneers with minesweepers lose fighting capabilities? I mean, does the minesweeper entity lose his mp44?
I'll take a look at my capping order too.
I knew that he was going to bring trouble with the mortars, but didn't keep in mind that when building de schwere...
And last thing. I know that my mistakes snowballed the match, but, what was the best antiblobbing thing that I could have used when I watched his blobbing playstile? I was watching where his blob where going with the IR-HT, but didn't have ideas of how to hard countering that (asuming I had enough MP, which was not the case).
Again, thank you very much for your help!!
I agree with you in everything you said... I try not to play the usual meta because I don't want to play always the same thing. It's boring and having fun is better than getting victorious for me.
I'm not used to use minesweepers, but I'll do. About the second wipe, I did't realize it nor the engies putting the demo charge, but I'm sure that minesweepers would help me a lot also with repairing duties too. A question about this. Do sturmpioneers with minesweepers lose fighting capabilities? I mean, does the minesweeper entity lose his mp44?
I'll take a look at my capping order too.
I knew that he was going to bring trouble with the mortars, but didn't keep in mind that when building de schwere...
And last thing. I know that my mistakes snowballed the match, but, what was the best antiblobbing thing that I could have used when I watched his blobbing playstile? I was watching where his blob where going with the IR-HT, but didn't have ideas of how to hard countering that (asuming I had enough MP, which was not the case).
Again, thank you very much for your help!!
29 Oct 2017, 13:32 PM
#4
Posts: 4183 | Subs: 4
Nice tips
A question about this. Do sturmpioneers with minesweepers lose fighting capabilities? I mean, does the minesweeper entity lose his mp44?
If the sweeper is out yes, but the sturmpioneer is the only engineer that can put away his sweeper to regain his StG44 for the firepower. An extremely useful and quality micro ability that I wish all engineers had.
29 Oct 2017, 16:15 PM
#5
Posts: 606
And last thing. I know that my mistakes snowballed the match, but, what was the best antiblobbing thing that I could have used when I watched his blobbing playstile? I was watching where his blob where going with the IR-HT, but didn't have ideas of how to hard countering that (asuming I had enough MP, which was not the case).
Again, thank you very much for your help!!
Your opponent was actually also going off-meta with cons over penals, which was a rare but refreshing sight. Unless the conscripts get the ptrs upgrade they are actually a pretty horrendeous blobbing unit as their moving accuracy is extremely bad. This means that you should basically just make your volks stand out behind hard cover and pick them off as they approach you. when they get within grenade range you can increase the bleed further with the incindary grenade or the doctrinal infiltration grenades. Just remember to target the squad with the fewest men, which will force him to retreat the squad og loosing it. the moment the conscripts have closed the distance and are still outnumbering you, simply retreat. if you have bled him of more manpower than you lost, you still won the engagement even if you had to give some ground.
one piece of advice to tip the scales further in your favor would be to build sandbags with your volks everytime you're capping a point. As you have probably seen from casts, the best place for sandbags are right up againt the centre of a point, as that will make you benefit from the green cover without your opponent being able to. On faymontville there are some very vital buildings, especially the stone house in the centre, which would have been a perfect spot to camp your mg for a while at least and this would also help you with blob control, at least until the mortars had taken care of it.
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