Conscripts vs OKW
Posts: 5
One specific thing that gives me a lot of trouble is mechanized into command panther. Puma is so good against t70 and walking stuka counters any team weapon play pretty well. Additionally I feel like early game engagements are difficult to win. If I split up to cap I stand no chance to beat the capping power of kubal combined with effective pushing power of volks and sturms. But grouping them together usually leads to a con getting suppress suppressed by an mg and forcing a retreat.
Any tips or helpful game replays/casts that demonstrate effective use of cons vs okw would be appreciated. Thanks!
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Posts: 955
Trying to learn how to play conscripts rather than penals, having a lot of trouble against okw. What strategies are working for you? 3 vs 4 cons, prioritizing molotovs or flamer engi. Guards or shocks, if any.
One specific thing that gives me a lot of trouble is mechanized into command panther. Puma is so good against t70 and walking stuka counters any team weapon play pretty well. Additionally I feel like early game engagements are difficult to win. If I split up to cap I stand no chance to beat the capping power of kubal combined with effective pushing power of volks and sturms. But grouping them together usually leads to a con getting suppress suppressed by an mg and forcing a retreat.
Any tips or helpful game replays/casts that demonstrate effective use of cons vs okw would be appreciated. Thanks!
Its all about synergies
Cons have to go together with flamer engies (get at least two flamer engies ASAP), later on a sniper or T70 and guards should be backin them up
AT nade is a no-brainer, molotov is situational
Dont fight puma with LVs
You can have troops close enough to support each other, yet split well enough to not get insta supressed all at once
Posts: 5
Its all about synergies
Cons have to go together with flamer engies (get at least two flamer engies ASAP), later on a sniper or T70
Ahh I never considered double flamer engineers. I'll give that a shot. Thanks!
How often do you use a mortar when facing double machine gun, is 120mm worth it? Or should I just rely on flanks or using zis barrage?
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Posts: 149
Though nowadays, with Soviet Shock Troops being so strong, there is hardly a reason to have Conscripts with PPsh, when shock troops are better, sans AT snare.
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Posts: 5
I hve no problems aginst Ostheer though. but could someone post a helpful build order against OKW please. Is the T1 really essential or ist there any other chance.
Feels like its a devil-circle, when you go Cons because your usual advantage of capping power gets crushed, since you loose the infantry engagements. But what is the difference with Penals? They can not stand close combat with StPios right? How many Penals should I build, or better what kind of strategy would you experienced guys suggest?
PS: I usually use the shock rifle commander
Posts: 2458 | Subs: 1
I hve no problems aginst Ostheer though. but could someone post a helpful build order against OKW please. Is the T1 really essential or ist there any other chance.
Feels like its a devil-circle, when you go Cons because your usual advantage of capping power gets crushed, since you loose the infantry engagements. But what is the difference with Penals? They can not stand close combat with StPios right? How many Penals should I build, or better what kind of strategy would you experienced guys suggest?
PS: I usually use the shock rifle commander
With urban defense:
Combat Engineer (get flame thrower asap then put him into the M3, sweeper for other engineer squad can wait) -> Penal -> M3 -> Penal -> Shocks -> T70 -> Shocks. Add in 2 M42 at guns before or after building the T70 depending on your ressource situation. That gives you a good build to counter OKW. Then add in a few Maxims if you want to and stall for KV2. OR if you are winning hard go T4 for Su85 or Katy.
Posts: 5
With urban defense:
Combat Engineer (get flame thrower asap then put him into the M3, sweeper for other engineer squad can wait) -> Penal -> M3 -> Penal -> Shocks -> T70 -> Shocks. Add in 2 M42 at guns before or after building the T70 depending on your ressource situation. That gives you a good build to counter OKW. Then add in a few Maxims if you want to and stall for KV2. OR if you are winning hard go T4 for Su85 or Katy.
Thx blvckdream, I will try this out! But I think urban defense commander has no shock troops.
So it looks like there is no way around T1 right?
Posts: 2458 | Subs: 1
Thx blvckdream, I will try this out! But I think urban defense commander has no shock troops.
So it looks like there is no way around T1 right?
Urban defense has Shocks. It has the foward HQ, shocks, m42 at gun, booby trap and kv2. You don't have to go T1 but you should be aware that anything but the standard penal m3 with flamers build is significantly less effective.
Posts: 1002 | Subs: 2
With urban defense:
Combat Engineer (get flame thrower asap then put him into the M3, sweeper for other engineer squad can wait) -> Penal -> M3 -> Penal -> floating resources here -> Shocks -> T70 -> Shocks. Add in 2 M42 at guns before or after building the T70 depending on your ressource situation. That gives you a good build to counter OKW. Then add in a few Maxims if you want to and stall for KV2. OR if you are winning hard go T4 for Su85 or Katy.
Surely you're floating massive amounts of manpower with that build (during the point that I edited into your post)? I'd imagine youre not even at 1 cp by that point, even with the extra cp from the t1 building itself. Wouldn't it be better to get another penal squad before the shock troop squads? Alternatively, you could go sniper and still not have to worry because you'll have m42s out if you need them.
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Surely you're floating massive amounts of manpower with that build (during the point that I edited into your post)? I'd imagine youre not even at 1 cp by that point, even with the extra cp from the t1 building itself. Wouldn't it be better to get another penal squad before the shock troop squads? Alternatively, you could go sniper and still not have to worry because you'll have m42s out if you need them.
Not really. If you are aggressive with the M3 you can make it to 2 CP without floating. What I forgot to mention is the medic HQ. I get that after the 2nd Penal.
Posts: 1002 | Subs: 2
Not really. If you are aggressive with the M3 you can make it to 2 CP without floating. What I forgot to mention is the medic HQ. I get that after the 2nd Penal.
Makes sense, forgot about that. That said, id probably be careful about getting the shock squad immediately. Luchs/222 bleed could make it hard to get AT out.
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