Ostheer in 1v1
Posts: 50
I think this strategy only really works if your opponent doesn't expect you to do it, because there are a lot of weaknesses for them to exploit. Mines are more powerful against this build, a sniper would bleed you a lot, light vehicles have more freedom. But if your enemy doesn't exploit these, you have pgrens as your main infantry units, jager command squad to conpensate for lack of T1 with faust and smoke. Having pgrens instead of grens really changes how you play and, I think, makes ost a lot more agressive than normal, while having options for ambushes to defend.
Hard to say if there are good ways to keep map control at the start of the game, other than using your 4 units with perfection.
Posts: 1351
I have been doing a similiar strategy, however I put more emphasis on pgrens, rather than the 222(maybe I can get away with it due to playing on a lower skill level). I found it to work better against usf without mechanized. This means no early vehicle to exploit your lack of fausts, and riflemen don't do well against pgrens, especially if pgrens have ambush training(I think this ability makes pgrens way more flexible and useful).
I think this strategy only really works if your opponent doesn't expect you to do it, because there are a lot of weaknesses for them to exploit. Mines are more powerful against this build, a sniper would bleed you a lot, light vehicles have more freedom. But if your enemy doesn't exploit these, you have pgrens as your main infantry units, jager command squad to conpensate for lack of T1 with faust and smoke. Having pgrens instead of grens really changes how you play and, I think, makes ost a lot more agressive than normal, while having options for ambushes to defend.
Hard to say if there are good ways to keep map control at the start of the game, other than using your 4 units with perfection.
I'm afraid that may be one of the very few options ost has atm. But tbh I have more problems later in the game.
Posts: 1351
Posts: 378
Hi.
I'm afraid the replay proves very little. The winner is a total pro. Just incredible game he had. Unit preservation, map awareness and simulataneous attacks in 2 different places on the map were just incredible.
It does give you an insight on how you can play and improve, as Kimbo managed to show why ostheer is better suite for aggressive play lately.
The latest meta could be ostruppens, but there isn't really a meta going on for them right now.
Posts: 1351
It does give you an insight on how you can play and improve, as Kimbo managed to show why ostheer is better suite for aggressive play lately.
The latest meta could be ostruppens, but there isn't really a meta going on for them right now.
It does also show how carelessly us player lost some of his squads. I still believe it was a dream game for ost player with almost 0 mistakes. On the other hand, lots of mistakes on usf side. Also, north/top on this map is a better position to start.
Posts: 3053
Kimbo has beaten every other player aswell with his OKW. Jove was R U S T Y asf, which is definatly a factor in this.
Ostheer is not only weak in 1v1, it also is in 2v2 most of the times. :/
In addition to Lago, Price has been using Stormtroopers very effictevly the last week, mostly in 2v2 tho, but maybe that's the way to go. Dane also has been playing them a lot and got to rank 1 with it. Maybe it's Stormtrooper time atm
I really really like stormtroopers right now. Basically squishier axis commandos but they sem a bit beter at wiping with mp40s (worth noting that they don't have nuclear grenades though). Mostly been playing with German infantry doc because I really like 5 man grens, and the 250 is a way better clown car than anything allies have (it comes later though), great against brits particularly since they don't have that many snares.
Posts: 1351
Posts: 50
Ok. but what about mud-late game?
Well, with the new patch pgrens will get a vet 1 passive that buffs them when they are near vehicles, the speed increase can be especially helpful. If the enemy has a lot of long range squads, don't just walk at them with pgrens. Distract them with something else and then sprint, ambush the enemy from camo. As I said, I think that pgrens become a lot more flexible and powerful with ambush training, they get a lot more options to get into optimal engagements, they are expensive to reinforce, so winning engagements with minimal losses is very important. It's a bit more difficult to use them properly, but when you do you get good results. You just have to think tactically and spread them out to attack from different angles, use sight/shot blockers to get close. Against enemy short-range specialists like shocktroops you have to exploit their weakness to vehicles and use your multiple pgren squads to attack enemy AT weapons from different angles to atleast force them away, leaving shocktroops vulnerable. Or you can just fight them with 2 squads at once, 2 pgrens can beat any short range specialist, especially if you make them come to you. You also shouldn't forget about your mgs, and the fact that you can give them camo(if you have ambush training which i higly recommend if you want this strategy), they can deal with cqc specialists, though you have to watch out for smoke.
Mid-late game all depends on what the enemy does, your t3 and t4 choices are mostly independent from your early game strategy, so you just get the tanks that you think would help you the most. Consider getting a 251 for reinforcement, and then getting it to vet1 and using its "Infantry Awareness" ability, it's really cheap and provides you the intel to exploit weaknesses in enemy formations(remember that you can see which units the 251 have spotted in the tactical map), which is very helplful for pgrens, but you have to be very careful with it and protect it from any medium or light tanks rushing in.
Posts: 1351
Mid-late game all depends on what the enemy does, your t3 and t4 choices are mostly independent from your early game strategy, so you just get the tanks that you think would help you the most.
I have problems with p4 and to me it seems almost useless agains elite infantry or generally zooks. In the past with 1v1 you almost never teched to the last tier. What about now? Do you build a lot of p4?
Posts: 173
Also, if playing not 1v1, and your opponent is not complete tryhard, then he can deal with your MG's with one simple trick - get one mortar(since he does not need that much of capping power in 2v2 or 3v3). American mortars are made just for that - smoking whole sectors.
My preffered commanders are:Community Defense commander and German Infantry commander.
With Infantry commander you can have solid infantry gameplay with some neat LV.(although they removed the Officer, that sucks). Usual opening into 3 grens, then slap MG on one of them, get them into 250 HT and enjoy your mobile suppresion platform. Surprisingly, that tin can is able to take at least couple of hits from any form of AT(handheld and stationary) even on the move, and if it is dugged in - even more.
If experiencing problems with health preservation, then save some for veteran upgrade - medkits are free for those squads.
As for Com.Defence... Cheesetruppen spam never dissapoints)0))0)
However you will need to dig into captured sectors like crazy, if you want hold them until the end of match. A lot of times in the end of match i found myself struggling against hordes of аctual infantry and/or medium tanks with no MG's or AT nearby and ready.
Right now saving for Osstruppen commander - it promises to be at least same amount of fun.
Posts: 50
Thanks a lot
I have problems with p4 and to me it seems almost useless agains elite infantry or generally zooks. In the past with 1v1 you almost never teched to the last tier. What about now? Do you build a lot of p4?
Zooks shouldn't be much of a problem for a p4, unless you are talking about elite zooks(paratroopers and rangers after the new update).
Typically it is nice to get a p4 to have a mobile answer to light vehicles that you weren't able to destroy, while also having more anti-infantry power. In 1v1 spamming p4s works fairly well unless your enemy gets tanks with heavy armor like the kv series or premium mediums like t34/85 or sherman 76. I typically go for T4 after one p4 if I think that multiple mediums won't work very well against my enemy(they are putting down a lot of mines, so you can't flank, maybe they are going for a high tier vehicle that mediums would have a hard time with). Going for multiple p4s is all about attacking from multiple angles and flanking, so if your enemy is very cautios of that and you feel that he isn't easily flankable, it's probably better to go for T4, while keeping your p4 safe and using it to quickly respond to infantry assaults or light vehicles attacking your pgrens.
Posts: 50
Althrough I like pgren strats, I find lack of infantry in my army composition until 4 minutes mark really disturbing.
Also, if playing not 1v1, and your opponent is not complete tryhard, then he can deal with your MG's with one simple trick - get one mortar(since he does not need that much of capping power in 2v2 or 3v3). American mortars are made just for that - smoking whole sectors.
Well, it is true that not having infantry early on is very dangerous, that is the reason this strategy is rarely used, because the enemy can exploit your weaknesses by being agressive and getting light vehicles.
Which is why I think that that the only way this strategy can work is if your enemy doesn't expect you to do it, or they don't go for light vehicles for some reason and you use your 2 pios and 2 mgs perfectly to keep your territory.
In not 1v1 you also have teammates that can help you deal with the smoke, and you can't forget about 2 pios, give them a flamethrower and there are little to no engagements where they would lose at short range in the early game, they also have 42 sight, so they are great for supporting and protecting your mg42s.
Posts: 1351
Zooks shouldn't be much of a problem for a p4, unless you are talking about elite zooks(paratroopers and rangers after the new update).
This is exactly what I have problems with. What is the difference between elite zooks and non elite zooks?
And thanks for p4 info. I often built a few p4 and it used to work. Now I guess it's better to have one and tech.
Posts: 50
This is exactly what I have problems with. What is the difference between elite zooks and non elite zooks?
Elite zooks are only available to paratroopers(and rangers after patch), they deal more damage and have more penetration, not sure if its the same as shrecks, but I imagine its close.
Posts: 3260
This is exactly what I have problems with. What is the difference between elite zooks and non elite zooks?
And thanks for p4 info. I often built a few p4 and it used to work. Now I guess it's better to have one and tech.
There are lots of undocumented things like this.
Thankfully they're adding indicators in next patch to tell you about most of them.
Posts: 1351
Have you actually tried the build though?
Yep. Now many times. So much fun . Thx a lot. Really cool opening. Opponents quit after max 15-17 min. I'll see how far it can take me.
And what I totally like about it is that it really/finally bleeds your opponents. Grenadiers take too much time to make allies drop models which gives them too much time to react. Wit this they finally have to be careful.
Posts: 1163
And do you guys have any tips on mid-late game? ----- Oh, and the slow repair of ost.
The way I see it, Ost is not designed to repeatedly 'tank' damage with its armour, as it can take too long to repair. Its not designed to be overly aggresive and apply hard pressure, like allied tanks are, which is why allies need faster repairing.
Ost tanks are designed to slow grind the enemy, and play defensive, trying to avoid as much damage as possible, here is a host of things that helps you do this:
Many Ost units can use RANGE to stay out of trouble;
- Elifant is obvious example
- Command P4, use it so your grens/paks win the infantry war
- Hull down, I really like it for Ostwinds and Panthers, its soo underused, but the added range keeps them from taking too much damage, esspecially backed up with panzer smoke, keep infatry forward to screen them.
- Brumbar has vet 1 barrage, to wreck stationary inf/support weapons at a safer range
A mistake people can make with the faction (imo), is relying to heavily on the armour, its still the infatry that needs to win you the late game most of the time.
A good example is trying to use panthers as your main anti armour, the slow rate of fire will mean you get out DPS by opponent and out repaired at same time. You should always rely on paks or maybe elefant as main AT, keep the panther just out of harms reach, and when the enemy takes a volley of Pak fire, if you think you can finish it, you chase with the panther.
Panther is a chase unit, to add needed speed and manouverabilty to otherwise slow Ost. But its not meant to work on its own (unlike say T34/85).
Posts: 1351
The way I see it, Ost is not designed to repeatedly 'tank' damage with its armour, as it can take too long to repair. Its not designed to be overly aggresive and apply hard pressure, like allied tanks are, which is why allies need faster repairing.
Ost tanks are designed to slow grind the enemy, and play defensive, trying to avoid as much damage as possible, here is a host of things that helps you do this:
Many Ost units can use RANGE to stay out of trouble;
- Elifant is obvious example
- Command P4, use it so your grens/paks win the infantry war
- Hull down, I really like it for Ostwinds and Panthers, its soo underused, but the added range keeps them from taking too much damage, esspecially backed up with panzer smoke, keep infatry forward to screen them.
- Brumbar has vet 1 barrage, to wreck stationary inf/support weapons at a safer range
A mistake people can make with the faction (imo), is relying to heavily on the armour, its still the infatry that needs to win you the late game most of the time.
A good example is trying to use panthers as your main anti armour, the slow rate of fire will mean you get out DPS by opponent and out repaired at same time. You should always rely on paks or maybe elefant as main AT, keep the panther just out of harms reach, and when the enemy takes a volley of Pak fire, if you think you can finish it, you chase with the panther.
Panther is a chase unit, to add needed speed and manouverabilty to otherwise slow Ost. But its not meant to work on its own (unlike say T34/85).
Fully agreed. I didn't know that you get extra range with hull down. Still, I believe that all the things You mentioned create quite dark image of ost atm. Being stationary and counting on your opponents mistakes rather than taking initiative. Also allies have too many tools to break you in 1v1. Slow repair speed made sense in the past when allied tanks were paper thin. After all the patching in the last years they are almost as durable as ost vehicles. Look at bulldozer sherman, pershing or elite mediums such as sherman 76 or easy eight. It seems fine when fighting okw but it kills the fun of playing ost. To me the beginning for ost is not so much problematic. Thevreal problems start mid game imo with new commanders and insta kill abilities such as pack howie, off maps, and tanks that may easily kill infantry or now more than ever powerful jacksons. In the powercreep race ost is simply left behind imho.
Bur thanks for a decent mid game strat with command tank and hull down. A bit susceptible to fire (paks especially) but seems like a decent solution. Wish the command tank was combined with camo commander and junkers plane support.
Posts: 1163
You can sometimes be aggressive with Ost, but only when you think your armour won't get nailed in the process.
Posts: 1351
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